Implement NPC_WIDECRITICALWOUND (#7977)
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@@ -1813,6 +1813,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl, uint
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}
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break;
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case NPC_CRITICALWOUND:
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case NPC_WIDECRITICALWOUND:
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sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
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break;
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case NPC_FIRESTORM:
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@@ -5669,6 +5670,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case EM_EL_DEADLY_POISON:
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case BO_EXPLOSIVE_POWDER:
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case BO_MAYHEMIC_THORNS:
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case NPC_WIDECRITICALWOUND:
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if( flag&1 ) {//Recursive invocation
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int sflag = skill_area_temp[0] & 0xFFF;
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int heal = 0;
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@@ -8632,6 +8634,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case NPC_HELLJUDGEMENT2:
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case NPC_PULSESTRIKE:
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case LG_MOONSLASHER:
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case NPC_WIDECRITICALWOUND:
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skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
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break;
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