Moved cases to the bottom of the switch in skill_castend_nodamage_id
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@ -10966,44 +10966,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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}
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break;
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case SOA_SOUL_GATHERING:
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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if( sd != nullptr ){
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int limit = 5 + pc_checkskill(sd, SP_SOULENERGY) * 3;
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for (i = 0; i < limit; i++)
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pc_addsoulball(sd,limit);
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}
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break;
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case SOA_TALISMAN_OF_PROTECTION:
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if (flag&1) {
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int heal_amount = 500 * skill_lv;
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heal_amount += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 50 * skill_lv;
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heal_amount += (status_get_lv(src) + status_get_crt(src)) * 20;
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status_heal(bl, heal_amount, 0, 0, 2);
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} else
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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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case SOA_TALISMAN_OF_WARRIOR:
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case SOA_TALISMAN_OF_MAGICIAN:
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case SOA_TALISMAN_OF_FIVE_ELEMENTS:
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if( dstsd != nullptr ){
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short index = dstsd->equip_index[EQI_HAND_R];
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if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON) {
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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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}
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}
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if( sd != nullptr ){
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clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_WEAPON, 0);
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}
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break;
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case GC_WEAPONBLOCKING:
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if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
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status_change_end(bl, SC_WEAPONBLOCKING);
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@ -13058,6 +13020,44 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
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break;
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case SOA_SOUL_GATHERING:
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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if( sd != nullptr ){
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int limit = 5 + pc_checkskill(sd, SP_SOULENERGY) * 3;
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for (i = 0; i < limit; i++)
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pc_addsoulball(sd,limit);
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}
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break;
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case SOA_TALISMAN_OF_PROTECTION:
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if (flag&1) {
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int heal_amount = 500 * skill_lv;
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heal_amount += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 50 * skill_lv;
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heal_amount += (status_get_lv(src) + status_get_crt(src)) * 20;
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status_heal(bl, heal_amount, 0, 0, 2);
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} else
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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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case SOA_TALISMAN_OF_WARRIOR:
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case SOA_TALISMAN_OF_MAGICIAN:
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case SOA_TALISMAN_OF_FIVE_ELEMENTS:
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if( dstsd != nullptr ){
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short index = dstsd->equip_index[EQI_HAND_R];
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if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON) {
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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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}
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}
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if( sd != nullptr ){
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clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_WEAPON, 0);
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}
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break;
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default: {
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std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
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ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
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