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@@ -1841,7 +1841,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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}
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if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
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- struct unit_data *ud;
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+ //struct unit_data *ud;
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int sp = skill_get_sp(skillid,skilllv);
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dmg.damage = dmg.damage2 = 0;
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dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
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@@ -1850,9 +1850,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
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status_heal(bl, 0, sp, 2);
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clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
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+ /* It was reported you don't get an act delay once it triggers.
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ud = unit_bl2ud(bl);
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if (ud) ud->canact_tick = tick
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+ skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
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+ */
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}
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}
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@@ -6625,11 +6627,12 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
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break;
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case DC_DONTFORGETME:
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val1 = 30*skilllv+status->dex; // ASPD decrease
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- val2 = 100+2*skilllv+status->agi/10; // Movement speed adjustment.
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+ val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
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if(sd){
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val1 += pc_checkskill(sd,DC_DANCINGLESSON);
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- val2 += pc_checkskill(sd,DC_DANCINGLESSON);
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+ val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
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}
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+ if (val2 < 1) val2 = 1;
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break;
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case BA_APPLEIDUN:
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val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
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