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-rw-r--r--src/map/skill.c144
1 files changed, 100 insertions, 44 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index d0325fc4e..7d5f0d021 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -433,16 +433,12 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b
return 0;
// Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
- if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) || (skill_id >= KO_YAMIKUMO && skill_id <= OB_AKAITSUKI)))
+ if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE)))
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] )
return 0;
- //Never copy new 3rd class skills By OmegaRed
- if(skill_id >= GC_DARKCROW && skill_id <= ALL_FULL_THROTTLE)
- return 0;
-
return 1;
}
@@ -842,9 +838,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
#ifdef RENEWAL
sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
#else
- // [Tharis] pointed out that this is normal freeze chance with a base of 300%
+ //On third hit, there is a 150% to freeze the target
if(tsc->sg_counter >= 3 &&
- sc_start(src,bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv)))
+ sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv)))
tsc->sg_counter = 0;
/**
* being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
@@ -1010,7 +1006,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
- sc_start(src,bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv));
+ if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
+ sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
break;
case ST_REJECTSWORD:
@@ -1210,6 +1207,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4;
sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
break;
+ case LG_HESPERUSLIT:
+ if ( sc && sc->data[SC_BANDING] ) {
+ if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT.
+ status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), 2);
+ else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5
+ skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0);
+ }
+ break;
case LG_PINPOINTATTACK:
rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10;
switch( skill_lv ) {
@@ -1667,6 +1672,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
+ struct status_change *sc;
nullpo_ret(src);
nullpo_ret(bl);
@@ -1675,6 +1681,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
sd = BL_CAST(BL_PC, src);
dstsd = BL_CAST(BL_PC, bl);
+ sc = status->get_sc(src);
if(dstsd && attack_type&BF_WEAPON) {
//Counter effects.
@@ -1723,6 +1730,13 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
case NPC_GRANDDARKNESS:
attack_type |= BF_WEAPON;
break;
+ case LG_HESPERUSLIT:
+ if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
+ char i;
+ for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 )
+ clif->millenniumshield(bl, sc->fv_counter++);
+ }
+ break;
}
if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
@@ -4068,7 +4082,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,2);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -4507,7 +4521,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) &&
rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) {
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),0);
+ status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),8);
status_change_end(bl, SC_SWING, INVALID_TIMER);
status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
@@ -5184,7 +5198,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case RK_FIGHTINGSPIRIT:
case RK_ABUNDANCE:
if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
- if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),0) ){
+ if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
skill->consume_requirement(sd,skill_id,skill_lv,2);
map->freeblock_unlock();
return 0;
@@ -6213,7 +6227,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
|| dstsd->status.char_id == sd->status.child
)
) {
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,0);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -6261,25 +6275,24 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case GC_CLOAKINGEXCEED:
case LG_FORCEOFVANGUARD:
case SC_REPRODUCE:
+ case RA_CAMOUFLAGE:
if (tsce) {
int failure = status_change_end(bl, type, INVALID_TIMER);
if( failure )
clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- if ( skill_id == LG_FORCEOFVANGUARD )
+ if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE )
break;
map->freeblock_unlock();
return 0;
+ } else {
+ int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ if( failure )
+ clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
- case RA_CAMOUFLAGE:
- {
- int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- if( failure )
- clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
- else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
break;
case BD_ADAPTATION:
@@ -6360,7 +6373,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if (tsc->data[SC_STONE]) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
@@ -6732,7 +6745,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
sp += sp * i / 100;
}
} else {
- hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
+ //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
+ switch (skill_lv) {
+ case 1: hp = 45; break;
+ case 2: hp = 105; break;
+ case 3: hp = 175; break;
+ default: hp = 325; break;
+ }
+ hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if( dstsd )
hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
@@ -7265,7 +7285,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
return 0;
}
else
- status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),0);
+ status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
}
break;
@@ -7671,7 +7691,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if (tsce) {
if(sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,0);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
@@ -7679,7 +7699,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,2);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
@@ -8646,13 +8666,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
//If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's.
switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance.
case 0:
- status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),2);
+ status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10);
break;
case 1:
- status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),2);
+ status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10);
break;
case 2:
- status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),2);
+ status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10);
}
}
} else if( sd )
@@ -9547,8 +9567,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->battle_status, status->get_lv(&hd->bl));
status->heal(bl, heal, 0, 0);
clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1));
- status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), 1|2);
- status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), 1|2);
+ status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), 1|2|8);
+ status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), 1|2|8);
}
break;
@@ -11018,9 +11038,17 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
}
break;
case BA_ASSASSINCROSS:
- val1 = 10 + skill_lv + (st->agi/10); // ASPD increase
if(sd)
- val1 += (pc->checkskill(sd,BA_MUSICALLESSON) + 1) / 2;
+ val1 = (pc->checkskill(sd,BA_MUSICALLESSON) + 1) / 2;
+#ifdef RENEWAL
+ // This formula was taken from a RE calculator
+ // and the changes published on irowiki
+ // Luckily, official tests show it's the right one
+ val1 += skill_lv + (st->agi/20);
+#else
+ val1 += 10 + skill_lv + (st->agi/10); // ASPD increase
+ val1 *= 10; // ASPD works with 1000 as 100%
+#endif
break;
case DC_FORTUNEKISS:
val1 = 10+skill_lv+(st->luk/10); // Critical increase
@@ -11135,6 +11163,10 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
case SO_WARMER:
skill->clear_group(src, 8);
break;
+ case SO_VACUUM_EXTREME:
+ val1 = x;
+ val2 = y;
+ break;
case GN_WALLOFTHORN:
if( flag&1 )
limit = 3000;
@@ -11340,7 +11372,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
break;
} else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,0) ) {
+ if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK32(td->tick, tick);
@@ -11438,10 +11470,12 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
if (!sce)
sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
break;
+ case UNT_APPLEIDUN: // Apple of idun gets it from skill_unit_onplace_timer
+ if (!battle_config.song_timer_reset)
+ break;
case UNT_WHISTLE:
case UNT_ASSASSINCROSS:
case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
case UNT_HUMMING:
case UNT_DONTFORGETME:
case UNT_FORTUNEKISS:
@@ -11452,12 +11486,13 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
if (!sc) return 0;
if (!sce)
sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (sce->val4 == 1) {
+ else if (battle_config.song_timer_reset && sce->val4 == 1) {
//Readjust timers since the effect will not last long.
sce->val4 = 0;
timer->delete(sce->timer, status->change_timer);
sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
}
+
break;
case UNT_FOGWALL:
@@ -11721,7 +11756,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
case UNT_MANHOLE:
if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 0) ) {
+ if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK32(td->tick, tick);
@@ -11751,7 +11786,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
if( bl->id != ss->id ) {
if( status_get_mode(bl)&MD_BOSS )
break;
- if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 0) ) {
+ if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
map->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
@@ -11840,6 +11875,12 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status->heal(bl, heal, 0, 0);
+
+ if (!(battle_config.song_timer_reset) // songs don't reset prior timers
+ && !(sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) // Don't affect itself
+ && (!(tsc->data[type]) || (tsc->data[type] && tsc->data[type]->val4 != 1))) // Check for 20 seconds song effect
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->interval + 100);
+
break;
}
@@ -12111,7 +12152,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
- status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
+ status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
@@ -12156,11 +12197,16 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
break;
case UNT_VACUUM_EXTREME:
- if ( tsc && tsc->data[SC_HALLUCINATIONWALK] ) {
+ if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) {
return 0;
} else {
sg->limit -= 100 * tstatus->str/20;
sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
+
+ if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) {
+ clif->slide(bl, sg->val1, sg->val2);
+ clif->fixpos(bl);
+ }
}
break;
@@ -12205,7 +12251,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
case UNT_POISON_MIST:
skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2);
+ status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
break;
}
@@ -12264,6 +12310,16 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick)
}
}
break;
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_POEMBRAGI:
+ case UNT_APPLEIDUN:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ return -1;
}
return sg->skill_id;
}
@@ -12341,7 +12397,7 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) {
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
- if (sce) {
+ if ((battle_config.song_timer_reset && sce) || (!battle_config.song_timer_reset && sce && sce->val4 != 1)) {
timer->delete(sce->timer, status->change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
@@ -12404,8 +12460,8 @@ int skill_unit_effect(struct block_list* bl, va_list ap) {
} else {
if( flag&1 )
skill->unit_onplace(su,bl,tick);
- else
- skill->unit_onout(su,bl,tick);
+ else if (skill->unit_onout(su,bl,tick) == -1)
+ return 0; // Don't let a Bard/Dancer update their own song timer
if( flag&4 )
skill->unit_onleft(skill_id, bl, tick);