- Fixed wizard sightblaster skill which was not knocking back traps. (bugreport:144)
- Fixed soul linker Swoo(Eswoo) skill to make proper application of stun to caster and target when the second is shrunkened.(bugreport:6157) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17008 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -2475,6 +2475,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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case HT_LANDMINE:
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
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break;
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case WZ_SIGHTBLASTER:
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dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
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break;
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case AB_DUPLELIGHT_MELEE:
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case AB_DUPLELIGHT_MAGIC:
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dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
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@ -7151,7 +7154,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case SL_SWOO:
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if (tsce) {
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sc_start(src,SC_STUN,100,skilllv,10000);
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if(sd)
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clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
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status_change_start(src,SC_STUN,10000,skilllv,0,0,0,10000,8);
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status_change_end(bl, SC_SWOO, INVALID_TIMER);
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break;
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}
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case SL_SKA: // [marquis007]
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@ -9783,7 +9783,10 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
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case SC_SIGHT:
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case SC_RUWACH:
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case SC_SIGHTBLASTER:
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map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
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if(type == SC_SIGHTBLASTER)
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map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
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else
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map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
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if( --(sce->val2)>0 ){
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sce->val4 += 250; // use for Shadow Form 2 seconds checking.
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@ -10566,7 +10569,8 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
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status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
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{
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skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
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if (sce) sce->val2 = 0; //This signals it to end.
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if (sce && !(bl->type&BL_SKILL)) //The hit is not counted if it's against a trap
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sce->val2 = 0; //This signals it to end.
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}
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break;
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case SC_CLOSECONFINE:
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