* Fix #2694 Move down skill_unit_move(bl,gettick(),4) of unit_remove_map_ to avoid conflict with duel changing realm. The issue was that skill_unit_onleft was called before the duel_leave handling which was reapplying skill_unit_onplace causing an infinite status duration. Other skill might had same issue. * Small optimisation. Avoid calling status_change_end when we have no status set yet (or no status_change holder). Move down overrecurent call to status_change_end SC_ROLLINGCUTTER.
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@ -413,17 +413,21 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
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sc = status_get_sc(bl);
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skill_unit_move(bl,tick,2);
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status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
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status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
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status_change_end(bl, SC_TINDER_BREAKER, INVALID_TIMER);
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status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
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// status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); //Won't stop when you are knocked away, go figure...
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status_change_end(bl, SC_TATAMIGAESHI, INVALID_TIMER);
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status_change_end(bl, SC_MAGICROD, INVALID_TIMER);
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status_change_end(bl, SC_SU_STOOP, INVALID_TIMER);
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if (sc->data[SC_PROPERTYWALK] &&
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sc->data[SC_PROPERTYWALK]->val3 >= skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) )
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status_change_end(bl,SC_PROPERTYWALK,INVALID_TIMER);
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if ( sc && sc->count ) //at least one to cancel
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{
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status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); // If you move, you lose your counters. [malufett]
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status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
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status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
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status_change_end(bl, SC_TINDER_BREAKER, INVALID_TIMER);
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status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
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// status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); //Won't stop when you are knocked away, go figure...
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status_change_end(bl, SC_TATAMIGAESHI, INVALID_TIMER);
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status_change_end(bl, SC_MAGICROD, INVALID_TIMER);
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status_change_end(bl, SC_SU_STOOP, INVALID_TIMER);
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if (sc->data[SC_PROPERTYWALK] &&
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sc->data[SC_PROPERTYWALK]->val3 >= skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) )
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status_change_end(bl,SC_PROPERTYWALK,INVALID_TIMER);
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}
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} else
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if (bl->type == BL_NPC)
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npc_unsetcells((TBL_NPC*)bl);
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@ -11325,11 +11325,11 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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else
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skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
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if (ud->skill_id != RA_CAMOUFLAGE)
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status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
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sc = status_get_sc(src);
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if(sc && sc->count) {
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if (ud->skill_id != RA_CAMOUFLAGE)
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status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
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if(sc->data[SC_SPIRIT] &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
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@ -18112,9 +18112,13 @@ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int li
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case NC_NEUTRALBARRIER:
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{
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struct status_change *sc = NULL;
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if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
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sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
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status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
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if( (sc = status_get_sc(src)) != NULL ) {
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if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
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{
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sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
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status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
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}
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status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
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}
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}
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break;
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@ -406,7 +406,6 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
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y += dy;
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map_moveblock(bl, x, y, tick);
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ud->walk_count++; // Walked cell counter, to be used for walk-triggered skills. [Skotlex]
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status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); // If you move, you lose your counters. [malufett]
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if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER)
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return 0; // map_moveblock has altered the object beyond what we expected (moved/warped it)
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@ -2878,11 +2877,6 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file,
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status_change_end(bl, SC_SUHIDE, INVALID_TIMER);
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}
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if (bl->type&(BL_CHAR|BL_PET)) {
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skill_unit_move(bl,gettick(),4);
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skill_cleartimerskill(bl);
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}
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switch( bl->type ) {
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case BL_PC: {
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struct map_session_data *sd = (struct map_session_data*)bl;
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@ -3066,6 +3060,10 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file,
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break;// do nothing
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}
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if (bl->type&(BL_CHAR|BL_PET)) {
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skill_unit_move(bl,gettick(),4);
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skill_cleartimerskill(bl);
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}
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// /BL_MOB is handled by mob_dead unless the monster is not dead.
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if( bl->type != BL_MOB || !status_isdead(bl) )
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clif_clearunit_area(bl,clrtype);
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