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@@ -7467,12 +7467,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case AB_LAUDAAGNUS:
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if( flag&1 || sd == NULL ) {
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- if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND]) ) {
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+ if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
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+ tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
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// Success Chance: (40 + 10 * Skill Level) %
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if( rnd()%100 > 40+10*skilllv ) break;
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status_change_end(bl, SC_FREEZE, INVALID_TIMER);
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status_change_end(bl, SC_STONE, INVALID_TIMER);
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status_change_end(bl, SC_BLIND, 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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+ status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
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}else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
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clif_skill_nodamage(bl, bl, skillid, skilllv,
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sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
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