Cleanup for some Soul Reaper skills (#6700)
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@ -6975,7 +6975,7 @@ Body:
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NoDispell: true
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NoDispell: true
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NoBanishingBuster: true
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NoBanishingBuster: true
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NoClearance: true
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NoClearance: true
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End:
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Fail:
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Spirit: true
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Spirit: true
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Soulgolem: true
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Soulgolem: true
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Soulfalcon: true
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Soulfalcon: true
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@ -6990,7 +6990,7 @@ Body:
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NoDispell: true
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NoDispell: true
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NoBanishingBuster: true
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NoBanishingBuster: true
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NoClearance: true
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NoClearance: true
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End:
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Fail:
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Spirit: true
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Spirit: true
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Soulgolem: true
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Soulgolem: true
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Soulshadow: true
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Soulshadow: true
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@ -7006,7 +7006,7 @@ Body:
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NoDispell: true
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NoDispell: true
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NoBanishingBuster: true
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NoBanishingBuster: true
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NoClearance: true
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NoClearance: true
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End:
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Fail:
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Spirit: true
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Spirit: true
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Soulgolem: true
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Soulgolem: true
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Soulshadow: true
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Soulshadow: true
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@ -7022,7 +7022,7 @@ Body:
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NoDispell: true
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NoDispell: true
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NoBanishingBuster: true
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NoBanishingBuster: true
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NoClearance: true
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NoClearance: true
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End:
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Fail:
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Spirit: true
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Spirit: true
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Soulshadow: true
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Soulshadow: true
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Soulfalcon: true
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Soulfalcon: true
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@ -9990,20 +9990,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case SP_SOULSHADOW:
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case SP_SOULSHADOW:
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case SP_SOULFALCON:
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case SP_SOULFALCON:
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case SP_SOULFAIRY:
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case SP_SOULFAIRY:
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if (sd && !dstsd) { // Only player's can be soul linked.
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if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
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clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
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clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
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break;
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}else{
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}
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if( sd ){
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if (tsc) {
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clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
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if (tsc->data[skill_get_sc(skill_id)]) { // Allow refreshing an already active soul link.
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clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
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break;
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} else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
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clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
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break;
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}
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}
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}
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}
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clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
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break;
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break;
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case SP_SOULREVOLVE:
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case SP_SOULREVOLVE:
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@ -9544,6 +9544,15 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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return 0;
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return 0;
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}
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}
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break;
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break;
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case SC_SOULGOLEM:
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case SC_SOULSHADOW:
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case SC_SOULFALCON:
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case SC_SOULFAIRY:
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if( sd == nullptr ){
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// Status change is only applicable for players
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return 0;
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}
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break;
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}
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}
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// Before overlapping fail, one must check for status cured.
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// Before overlapping fail, one must check for status cured.
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