Minor trap damage fixes (#8230)
- Freezing Trap is now calculated like a ranged attack when the user has a bow equipped - Fixed some minor trap damage inaccuracies - Fixes #8227
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@ -2862,7 +2862,8 @@ static bool is_skill_using_arrow(struct block_list *src, int skill_id)
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struct status_data *sstatus = status_get_status_data(src);
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map_session_data *sd = BL_CAST(BL_PC, src);
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return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
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return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
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|| skill_id == HT_FREEZINGTRAP || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
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} else
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return false;
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}
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@ -8960,13 +8961,13 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
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#else
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case HT_LANDMINE:
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case MA_LANDMINE:
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md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
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md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0);
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break;
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case HT_BLASTMINE:
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md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
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md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0);
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break;
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case HT_CLAYMORETRAP:
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md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
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md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0);
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break;
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#endif
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case HT_BLITZBEAT:
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