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@@ -2119,7 +2119,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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if( !dmg.amotion )
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if( !dmg.amotion )
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{ //Instant damage
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{ //Instant damage
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- if( !sc || !sc->data[SC_DEVOTION] )
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+ if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
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status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
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status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
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if( !status_isdead(bl) )
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if( !status_isdead(bl) )
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skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
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skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
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@@ -2166,8 +2166,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
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clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
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status_fix_damage(NULL, d_bl, damage, 0);
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status_fix_damage(NULL, d_bl, damage, 0);
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}
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}
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- else
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+ else {
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status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
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status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
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+ if( !dmg.amotion )
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+ status_fix_damage(src,bl,damage,dmg.dmotion);
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+ }
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}
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}
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if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
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if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
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@@ -2191,7 +2194,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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if( rdamage > 0 )
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if( rdamage > 0 )
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{
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{
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if( dmg.amotion )
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if( dmg.amotion )
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- battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
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+ battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
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else
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else
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status_fix_damage(bl,src,rdamage,0);
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status_fix_damage(bl,src,rdamage,0);
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clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
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clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
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