Updated Emergency Escape effect
* Now does a single fluid back slide. * Adjusted Emergency Escape and Feint Bomb to use blewcount in skill_db.
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@ -1069,7 +1069,7 @@
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2301,7,6,2,0,0x1,0,3,1,yes,0,0x20000,0,magic,0,0x0, SC_CHAOSPANIC,Chaos Panic
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2302,7,6,2,0,0x1,0,3,1,yes,0,0x20000,1,magic,0,0x0, SC_MAELSTROM,Maelstrom
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2303,7,6,2,0,0x1,0,3,1,yes,0,0,0,none,0,0x0, SC_BLOODYLUST,Bloody Lust
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2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,0,0x0, SC_FEINTBOMB,Feint Bomb
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2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,3:6:9,0x0, SC_FEINTBOMB,Feint Bomb
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//****
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// LG Royal Guard
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@ -1317,7 +1317,7 @@
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5007,0,6,4,0,0x3,5:6:7:8:9,5,1,no,0,0,0,none,0,0x0, WM_FRIGG_SONG,Frigg's Song
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5008,0,6,4,0,0x3,11,5,1,no,0,0,0,none,0,0x0, SO_ELEMENTAL_SHIELD,Elemental Shield
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5009,1,6,1,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO,Flash Combo
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5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SC_ESCAPE,Emergency Escape
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5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,4:5:6:7:8:9,0x0, SC_ESCAPE,Emergency Escape
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5011,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, AB_OFFERTORIUM,Offertorium
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5012,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, WL_TELEKINESIS_INTENSE,Intense Telekinesis
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5013,0,6,4,0,0x3,0,5,1,no,0,0,0,none,0,0x0, LG_KINGS_GRACE,King's Grace
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@ -1069,7 +1069,7 @@
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2301,7,6,2,0,0x1,0,3,1,yes,0,0x20000,0,magic,0,0x0, SC_CHAOSPANIC,Chaos Panic
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2302,7,6,2,0,0x1,0,3,1,yes,0,0x20000,1,magic,0,0x0, SC_MAELSTROM,Maelstrom
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2303,7,6,2,0,0x1,0,3,1,yes,0,0,0,none,0,0x0, SC_BLOODYLUST,Bloody Lust
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2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,0,0x0, SC_FEINTBOMB,Feint Bomb
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2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,3:6:9,0x0, SC_FEINTBOMB,Feint Bomb
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//****
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// LG Royal Guard
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@ -1320,7 +1320,7 @@
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5007,0,6,4,0,0x3,5:6:7:8:9,5,1,no,0,0,0,none,0,0x0, WM_FRIGG_SONG,Frigg's Song
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5008,0,6,4,0,0x3,11,5,1,no,0,0,0,none,0,0x0, SO_ELEMENTAL_SHIELD,Elemental Shield
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5009,1,6,1,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO,Flash Combo
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5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SC_ESCAPE,Emergency Escape
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5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,4:5:6:7:8:9,0x0, SC_ESCAPE,Emergency Escape
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5011,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, AB_OFFERTORIUM,Offertorium
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5012,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, WL_TELEKINESIS_INTENSE,Intense Telekinesis
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5013,0,6,4,0,0x3,0,5,1,no,0,0,0,none,0,0x0, LG_KINGS_GRACE,King's Grace
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@ -3994,13 +3994,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), use_skill_lv[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]), tick, 0);
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}
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break;
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case SC_ESCAPE:
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if( skl->type < 4 + skl->skill_lv ) {
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clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
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skill_blown(src, src, 1, unit_getdir(src), 0);
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skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
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}
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break;
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case RL_SLUGSHOT:
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if (target->type == BL_PC)
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sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
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@ -11780,14 +11773,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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case SC_FEINTBOMB:
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skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
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skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
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skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
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clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
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break;
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case SC_ESCAPE:
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skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
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skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
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clif_skill_nodamage(src,src,skill_id,skill_lv,1);
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skill_unitsetting(src,skill_id,skill_lv,x,y,0);
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skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
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flag |= 1;
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break;
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