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@@ -2176,9 +2176,6 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl, uint
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case ABC_UNLUCKY_RUSH:
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case ABC_UNLUCKY_RUSH:
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sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
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sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
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break;
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break;
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- case ABC_CHAIN_REACTION_SHOT:
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- skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
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- break;
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case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
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case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
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sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
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sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
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case WM_METALICSOUND:
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case WM_METALICSOUND:
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@@ -5803,7 +5800,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case CD_PETITIO:
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case CD_PETITIO:
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case CD_FRAMEN:
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case CD_FRAMEN:
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case ABC_DEFT_STAB:
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case ABC_DEFT_STAB:
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- case ABC_CHAIN_REACTION_SHOT:
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case EM_EL_FLAMEROCK:
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case EM_EL_FLAMEROCK:
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case EM_EL_AGE_OF_ICE:
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case EM_EL_AGE_OF_ICE:
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case EM_EL_STORM_WIND:
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case EM_EL_STORM_WIND:
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@@ -5811,6 +5807,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case EM_EL_DEADLY_POISON:
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case EM_EL_DEADLY_POISON:
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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break;
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break;
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+ case ABC_CHAIN_REACTION_SHOT:
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+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
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+ break;
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case IQ_THIRD_PUNISH:
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case IQ_THIRD_PUNISH:
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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if (sd) {
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if (sd) {
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