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@@ -5710,6 +5710,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case MT_RUSH_QUAKE:
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case MT_A_MACHINE:
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case MT_SPARK_BLASTER:
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+ case MT_RUSH_STRIKE:
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+ case MT_POWERFUL_SWING:
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+ case MT_ENERGY_CANNONADE:
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case ABC_ABYSS_DAGGER:
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case ABC_CHAIN_REACTION_SHOT:
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case ABC_DEFT_STAB:
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@@ -5876,6 +5879,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case IQ_SECOND_JUDGEMENT:
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case CD_PETITIO:
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case CD_FRAMEN:
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+ case MT_POWERFUL_SWING:
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+ case MT_ENERGY_CANNONADE:
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case ABC_DEFT_STAB:
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case EM_EL_FLAMEROCK:
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case EM_EL_AGE_OF_ICE:
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@@ -5925,6 +5930,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
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skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
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break;
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+ case MT_RUSH_STRIKE:
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case MT_RUSH_QUAKE:
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// Jump to the target before attacking.
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if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
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@@ -5932,8 +5938,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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}
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clif_skill_nodamage( src, *bl, skill_id, skill_lv); // Trigger animation
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clif_blown( src );
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- // TODO: does this buff start before or after dealing damage? [Muh]
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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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+ if (skill_id == MT_RUSH_QUAKE){
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+ // TODO: does this buff start before or after dealing damage? [Muh]
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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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+ }
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break;
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case IG_SHIELD_SHOOTING:
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case IG_GRAND_JUDGEMENT:
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