Resolves Shadow Trampling not affecting targets (#5881)
* Fixes #5786. * Resolves Shadow Trampling not applying it's affect on targets around the caster. Thanks to @Badarosk0!
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@ -11124,11 +11124,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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break;
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case KG_KAGEHUMI:
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if( flag&1 ){
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if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
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tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
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tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
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sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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if (bl->type != BL_PC)
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break;
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if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
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status_change_end(bl, SC_HIDING, INVALID_TIMER);
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status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
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status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
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@ -11138,14 +11136,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
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status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
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status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
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}
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if( skill_area_temp[2] == 1 ){
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clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
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sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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}
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}else{
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skill_area_temp[2] = 0;
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map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
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map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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}
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break;
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