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@@ -8091,23 +8091,34 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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case SR_GENTLETOUCH_CURE:
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- if( status_isimmune(bl) ) {
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- clif_skill_nodamage(src,bl,skillid,skilllv,0);
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- break;
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- }
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- if( (tsc && tsc->opt1) && rand()%100 < 5 * skilllv ) {
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- status_change_end(bl, SC_STONE, -1 );
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- status_change_end(bl, SC_FREEZE, -1 );
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- status_change_end(bl, SC_STUN, -1 );
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- status_change_end(bl, SC_POISON, -1 );
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- status_change_end(bl, SC_SILENCE, -1 );
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- status_change_end(bl, SC_BLIND, -1 );
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- status_change_end(bl, SC_HALLUCINATION, -1 );
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- status_change_end(bl, SC_BURNING, -1 );
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- status_change_end(bl, SC_FREEZING, -1 );
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- skill_castend_nodamage_id(src, bl, AL_HEAL, skilllv, tick, flag);
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+ {
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+ int heal;
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+
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+ if( status_isimmune(bl) )
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+ {
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+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
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+ break;
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+ }
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+
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+ heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
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+ status_heal(bl, heal, 0, 0);
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+ clif_skill_nodamage(src, bl, AL_HEAL, heal, 1);
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+
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+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
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+ {
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+ status_change_end(bl, SC_STONE, INVALID_TIMER);
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+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
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+ status_change_end(bl, SC_STUN, INVALID_TIMER);
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+ status_change_end(bl, SC_POISON, INVALID_TIMER);
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+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
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+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
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+ status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
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+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
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+ status_change_end(bl, SC_FREEZING, INVALID_TIMER);
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+ }
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+
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+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
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}
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- clif_skill_nodamage(src,bl,skillid,skilllv,1);
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break;
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case WA_SWING_DANCE:
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case WA_MOONLIT_SERENADE:
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