I didnt say anything was wrong its the way your writing a very specific skill
sounds to me like your using skilleffectinfo.lub
well why not try vampire or spear boomerang? They will all produce the same effect, non directional
you probably added the new skill and stuck it with these guys
case LG_RAYOFGENESIS:
case LG_HESPERUSLIT:
case LG_OVERBRAND:
case LG_OVERBRAND_BRANDISH:
case SR_FALLENEMPIRE:
case SR_CRESCENTELBOW_AUTOSPELL:
case SR_GATEOFHELL:
case SR_GENTLETOUCH_QUIET:
case WM_SEVERE_RAINSTORM_MELEE:
case WM_GREAT_ECHO:
case GN_SLINGITEM_RANGEMELEEATK:
case KO_SETSUDAN:
case RL_MASS_SPIRAL:
case RL_BANISHING_BUSTER:
case RL_SLUGSHOT:
case NN_DRENCH:
case NN_SWIFT:
case RL_AM_BLAST:
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
what i recommened for sonic wave is this:
add a new part under it and try this :
case RL_BANISHING_BUSTER:
case RL_SLUGSHOT:
case NN_DRENCH:
case NN_SWIFT:
case RL_AM_BLAST:
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case MY_SKILL:
skill_attack(RK_SONICWAVE,src,src,bl,skill_id,skill_lv,tick,flag);
break;
Its the only way you can fix that afaik, all damage and stuff is based of MY_SKILL, its just you gotta use the RK_SONICWAVE as ammo so to speak... its really dumb
and as for question 1, i never tested it much but you could just have the skill recasted on you when you switch map using a function that potential grabs your remaining duration