Corrected skills that give bonuses while sitting (#3876)
* Fixes #3611. * Corrected Gangster's Paradise not releasing the monster invulnerability state when standing up around multiple Rogue's that know Gangster's Paradise. * Same fix goes for Taekwon's Peaceful Break and Happy Break. * Cleaned up some various parts of these functions as well. Thanks to @Indigo000!
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@ -11188,7 +11188,7 @@ void clif_parse_ActionRequest_sub(struct map_session_data *sd, int action_type,
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sd->idletime = last_tick;
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pc_setsit(sd);
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skill_sit(sd, 1);
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skill_sit(sd, true);
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clif_sitting(&sd->bl);
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break;
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case 0x03: // standup
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@ -11204,7 +11204,7 @@ void clif_parse_ActionRequest_sub(struct map_session_data *sd, int action_type,
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if (pc_setstand(sd, false)) {
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if (battle_config.idletime_option&IDLE_SIT)
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sd->idletime = last_tick;
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skill_sit(sd, 0);
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skill_sit(sd, false);
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clif_standing(&sd->bl);
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}
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break;
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@ -4270,7 +4270,7 @@ static TIMER_FUNC(skill_timerskill){
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struct map_session_data *tsd = NULL;
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if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
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pc_setsit(tsd);
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skill_sit(tsd, 1);
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skill_sit(tsd, true);
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clif_sitting(&tsd->bl);
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}
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}
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@ -17033,41 +17033,47 @@ int skill_autospell(struct map_session_data *sd, uint16 skill_id)
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return 0;
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}
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/*==========================================
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* Sitting skills functions.
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*------------------------------------------*/
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/**
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* Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
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* @param bl: Player object
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* @param ap: va_arg list
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* @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
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*/
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static int skill_sit_count(struct block_list *bl, va_list ap)
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{
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struct map_session_data *sd;
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int type =va_arg(ap,int);
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sd=(struct map_session_data*)bl;
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struct map_session_data *sd = (struct map_session_data*)bl;
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int flag = va_arg(ap, int);
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if(!pc_issit(sd))
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if (!pc_issit(sd))
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return 0;
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if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
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if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
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return 1;
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if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
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if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
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return 1;
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return 0;
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}
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static int skill_sit_in (struct block_list *bl, va_list ap)
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/**
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* Triggered when a player sits down to activate bonus states.
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* @param bl: Player object
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* @param ap: va_arg list
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* @return 0
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*/
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static int skill_sit_in(struct block_list *bl, va_list ap)
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{
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struct map_session_data *sd;
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int type = va_arg(ap,int);
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struct map_session_data *sd = (struct map_session_data*)bl;
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int flag = va_arg(ap, int);
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sd = (struct map_session_data*)bl;
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if(!pc_issit(sd))
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if (!pc_issit(sd))
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return 0;
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if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
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if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
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sd->state.gangsterparadise = 1;
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if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
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if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
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sd->state.rest = 1;
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status_calc_regen(bl, &sd->battle_status, &sd->regen);
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status_calc_regen_rate(bl, &sd->regen, &sd->sc);
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@ -17076,34 +17082,48 @@ static int skill_sit_in (struct block_list *bl, va_list ap)
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return 0;
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}
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static int skill_sit_out (struct block_list *bl, va_list ap)
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/**
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* Triggered when a player stands up to deactivate bonus states.
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* @param bl: Player object
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* @param ap: va_arg list
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* @return 0
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*/
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static int skill_sit_out(struct block_list *bl, va_list ap)
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{
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struct map_session_data *sd;
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int type = va_arg(ap,int);
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struct map_session_data *sd = (struct map_session_data*)bl;
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int flag = va_arg(ap, int), range = va_arg(ap, int);
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sd = (struct map_session_data*)bl;
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if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
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return 0;
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if(sd->state.gangsterparadise && type&1)
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if (flag&1 && sd->state.gangsterparadise)
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sd->state.gangsterparadise = 0;
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if(sd->state.rest && type&2) {
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if (flag&2 && sd->state.rest) {
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sd->state.rest = 0;
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status_calc_regen(bl, &sd->battle_status, &sd->regen);
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status_calc_regen_rate(bl, &sd->regen, &sd->sc);
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}
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return 0;
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}
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int skill_sit (struct map_session_data *sd, int type)
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/**
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* Toggle Sit icon and player bonuses when sitting/standing.
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* @param sd: Player data
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* @param sitting: True when sitting or false when standing
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* @return 0
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*/
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int skill_sit(struct map_session_data *sd, bool sitting)
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{
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int flag = 0;
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int range = 0, lv;
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int flag = 0, range = 0, lv;
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nullpo_ret(sd);
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if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
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if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
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flag |= 1;
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range = skill_get_splash(RG_GANGSTER, lv);
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}
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if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
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if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
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flag |= 2;
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range = skill_get_splash(TK_HPTIME, lv);
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} else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
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@ -17111,20 +17131,20 @@ int skill_sit (struct map_session_data *sd, int type)
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range = skill_get_splash(TK_SPTIME, lv);
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}
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if (type)
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if (sitting)
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clif_status_load(&sd->bl, EFST_SIT, 1);
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else
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clif_status_load(&sd->bl, EFST_SIT, 0);
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if (!flag) return 0;
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if (!flag) // No need to count area if no skills are learned.
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return 0;
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if (sitting) {
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if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
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map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
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} else
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map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
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if(type) {
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if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
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map_foreachinallrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
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} else {
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if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
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map_foreachinallrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
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}
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return 0;
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}
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@ -493,7 +493,7 @@ int skill_unit_move(struct block_list *bl,t_tick tick,int flag);
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void skill_unit_move_unit_group( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
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void skill_unit_move_unit(struct block_list *bl, int dx, int dy);
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int skill_sit (struct map_session_data *sd, int type);
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int skill_sit(struct map_session_data *sd, bool sitting);
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void skill_repairweapon(struct map_session_data *sd, int idx);
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void skill_identify(struct map_session_data *sd,int idx);
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void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
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@ -9910,7 +9910,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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case SC_TENSIONRELAX:
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if (sd) {
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pc_setsit(sd);
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skill_sit(sd, 1);
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skill_sit(sd, true);
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clif_sitting(&sd->bl);
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}
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val2 = 12; // SP cost
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@ -10655,7 +10655,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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case SC_BANANA_BOMB_SITDOWN:
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if( sd && !pc_issit(sd) ) {
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pc_setsit(sd);
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skill_sit(sd, 1);
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skill_sit(sd, true);
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clif_sitting(bl);
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}
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break;
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@ -12507,7 +12507,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
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case SC_SITDOWN_FORCE:
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case SC_BANANA_BOMB_SITDOWN:
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if( sd && pc_issit(sd) && pc_setstand(sd, false) )
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skill_sit(sd,0);
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skill_sit(sd, false);
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break;
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case SC_KYOUGAKU:
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clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
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@ -13582,7 +13582,7 @@ TIMER_FUNC(status_change_timer){
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status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
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if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
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pc_setsit(sd);
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skill_sit(sd, 1);
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skill_sit(sd, true);
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clif_sitting(bl);
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}
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sc_timer_next(10000 + tick);
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@ -2977,7 +2977,7 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file,
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duel_leave(sd->duel_group, sd);
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if(pc_issit(sd) && pc_setstand(sd, false))
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skill_sit(sd,0);
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skill_sit(sd, false);
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party_send_dot_remove(sd);// minimap dot fix [Kevin]
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guild_send_dot_remove(sd);
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