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@@ -5214,7 +5214,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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break;
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break;
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case DK_DRAGONIC_AURA:
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case DK_DRAGONIC_AURA:
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case DK_STORMSLASH:
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case DK_STORMSLASH:
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- case IG_GRAND_JUDGEMENT:
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case CD_EFFLIGO:
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case CD_EFFLIGO:
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case ABC_FRENZY_SHOT:
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case ABC_FRENZY_SHOT:
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case WH_HAWKRUSH:
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case WH_HAWKRUSH:
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@@ -5225,8 +5224,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
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skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
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if (skill_id == DK_DRAGONIC_AURA)
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if (skill_id == DK_DRAGONIC_AURA)
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sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
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sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
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- else if (skill_id == IG_GRAND_JUDGEMENT)
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- sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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break;
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break;
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case SHC_ETERNAL_SLASH:
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case SHC_ETERNAL_SLASH:
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@@ -5671,6 +5668,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case NPC_WIDECRITICALWOUND:
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case NPC_WIDECRITICALWOUND:
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case IG_SHIELD_SHOOTING:
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case IG_SHIELD_SHOOTING:
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case TR_METALIC_FURY:
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case TR_METALIC_FURY:
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+ case IG_GRAND_JUDGEMENT:
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if( flag&1 ) {//Recursive invocation
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if( flag&1 ) {//Recursive invocation
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int sflag = skill_area_temp[0] & 0xFFF;
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int sflag = skill_area_temp[0] & 0xFFF;
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int heal = 0;
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int heal = 0;
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@@ -5868,8 +5866,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
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sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
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break;
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break;
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case IG_SHIELD_SHOOTING:
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case IG_SHIELD_SHOOTING:
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+ case IG_GRAND_JUDGEMENT:
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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- sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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+ sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
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break;
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break;
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}
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}
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