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authorMichieru <Michieru@users.noreply.github.com>2014-10-31 17:07:52 +0100
committerMichieru <Michieru@users.noreply.github.com>2014-10-31 17:07:52 +0100
commit791c79b09a86dea0747ea2292048aa862cf4cd9a (patch)
tree1accffa7c881e4030eb22df8565df0e89b0f1f5c
parent9e9bea6f1b9f44cb365c1b520eead64d713e76fd (diff)
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- If you now cast Icewall on an existing ice wall cell, the duration (HP) will no longer be refreshed
Thanks to Playtester
-rw-r--r--src/map/skill.c5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index f762c4b41..340fd0ec5 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -15261,9 +15261,10 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) {
break;
}
break;
+ case WZ_ICEWALL:
case HP_BASILICA:
- if (su->group->skill_id == HP_BASILICA) {
- //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
+ if (su->group->skill_id == skill_id) {
+ //These can't be placed on top of themselves (duration can't be refreshed)
(*alive) = 0;
return 1;
}