Skill.c
Find:
case SC_FEINTBOMB:
clif_skill_nodamage(src,src,skill_id,skill_lv,1);
skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
if( skill_blown(src,src,6,unit_getdir(src),0) )
skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
break;
Replace with:
case SC_FEINTBOMB:
if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
return 0;
}
clif_skill_nodamage(src,src,skill_id,skill_lv,1);
skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
if( skill_blown(src,src,6,unit_getdir(src),0) )
skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
break;
Find:
case WZ_FROSTNOVA:
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skill_id, skill_lv), splash_target(src),
BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
Replace with:
case WZ_FROSTNOVA:
if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
return 0;
}
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skill_id, skill_lv), splash_target(src),
BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
Didnt tested it. But u can try .