Icewall stacking update
- If you now cast Icewall on an existing ice wall cell, the duration (HP) will no longer be refreshed - If casting Icewall doesn't change any cell, there won't be a skill animation/sound anymore (SP will still be consumed)
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@ -10864,6 +10864,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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switch (skill_id) { //Skill effect.
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case WZ_METEOR:
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case WZ_ICEWALL:
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case MO_BODYRELOCATION:
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case CR_CULTIVATION:
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case HW_GANBANTEIN:
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@ -10944,7 +10945,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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case MG_FIREWALL:
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case MG_THUNDERSTORM:
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case AL_PNEUMA:
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case WZ_ICEWALL:
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case WZ_FIREPILLAR:
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case WZ_QUAGMIRE:
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case WZ_VERMILION:
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@ -11050,6 +11050,11 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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case GN_WALLOFTHORN:
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skill_unitsetting(src,skill_id,skill_lv,x,y,0);
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break;
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case WZ_ICEWALL:
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flag|=1;
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if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
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clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
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break;
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case RG_GRAFFITI: /* Graffiti [Valaris] */
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skill_clear_unitgroup(src);
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skill_unitsetting(src,skill_id,skill_lv,x,y,0);
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@ -16489,9 +16494,11 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap)
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break;
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}
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break;
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case WZ_ICEWALL:
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case HP_BASILICA:
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if (unit->group->skill_id == HP_BASILICA)
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{ //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
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//These can't be placed on top of themselves (duration can't be refreshed)
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if (unit->group->skill_id == skill_id)
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{
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(*alive) = 0;
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return 1;
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}
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