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@@ -125,8 +125,14 @@ int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
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target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
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target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
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{
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{
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battle_damage(dat->src, target, dat->damage, dat->flag);
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battle_damage(dat->src, target, dat->damage, dat->flag);
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- if (!status_isdead(target) && (dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
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- skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
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+ if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
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+ {
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+ if (!status_isdead(target))
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+ skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
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+
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+ skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
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+ }
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+
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}
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}
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ers_free(delay_damage_ers, dat);
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ers_free(delay_damage_ers, dat);
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return 0;
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return 0;
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@@ -140,8 +146,13 @@ int battle_delay_damage (unsigned int tick, struct block_list *src, struct block
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if (!battle_config.delay_battle_damage) {
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if (!battle_config.delay_battle_damage) {
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battle_damage(src, target, damage, flag);
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battle_damage(src, target, damage, flag);
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- if (!status_isdead(target) && (damage > 0 || dmg_lv == ATK_DEF) && attack_type)
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- skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
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+ if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
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+ {
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+ if (!status_isdead(target))
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+ skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
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+
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+ skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
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+ }
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return 0;
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return 0;
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}
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}
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dat = ers_alloc(delay_damage_ers, struct delay_damage);
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dat = ers_alloc(delay_damage_ers, struct delay_damage);
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@@ -3068,8 +3079,6 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
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battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, 0);
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battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, 0);
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- if (wd.dmg_lv == ATK_DEF || damage > 0) //Added counter effect [Skotlex]
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- skill_counter_additional_effect(src, target, 0, 0, BF_WEAPON, tick);
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if (!status_isdead(target) && damage > 0) {
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if (!status_isdead(target) && damage > 0) {
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if (sd) {
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if (sd) {
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int boss = status_get_mode(target)&MD_BOSS;
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int boss = status_get_mode(target)&MD_BOSS;
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