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@@ -163,13 +163,11 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
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(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
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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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- struct status_change *sc = status_get_sc(target);
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map_freeblock_lock();
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- if( !sc || !sc->data[SC_DEVOTION] )
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- status_fix_damage(dat->src, target, dat->damage, dat->delay);
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+ status_fix_damage(dat->src, target, dat->damage, dat->delay);
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if( dat->attack_type && !status_isdead(target) )
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skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
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- if( dat->damage > 0 && dat->attack_type )
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+ if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
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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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map_freeblock_unlock();
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}
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@@ -180,17 +178,20 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
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int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
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{
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struct delay_damage *dat;
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+ struct status_change *sc;
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nullpo_retr(0, src);
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nullpo_retr(0, target);
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+ sc = status_get_sc(target);
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+ if( sc && sc->data[SC_DEVOTION] && damage > 0 )
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+ damage = 0;
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+
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if (!battle_config.delay_battle_damage) {
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- struct status_change *sc = status_get_sc(target);
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map_freeblock_lock();
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- if( !sc || !sc->data[SC_DEVOTION] )
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- status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
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+ status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
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if( attack_type && !status_isdead(target) )
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skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
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- if( damage > 0 && attack_type )
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+ if( dmg_lv > ATK_BLOCK && attack_type )
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skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
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map_freeblock_unlock();
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return 0;
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@@ -3176,6 +3177,15 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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}
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}
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+ wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
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+
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+ if (sd && sd->splash_range > 0 && damage > 0)
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+ skill_castend_damage_id(src, target, 0, 1, tick, 0);
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+
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+ map_freeblock_lock();
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+
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+ battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
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+
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if( tsc && tsc->data[SC_DEVOTION] )
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{
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struct status_change_entry *sce = tsc->data[SC_DEVOTION];
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@@ -3193,15 +3203,6 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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status_change_end(target, SC_DEVOTION, -1);
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}
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- wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
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-
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- if (sd && sd->splash_range > 0 && damage > 0)
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- skill_castend_damage_id(src, target, 0, 1, tick, 0);
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-
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- map_freeblock_lock();
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-
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- battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
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-
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if (sc && sc->data[SC_AUTOSPELL] && rand()%100 < sc->data[SC_AUTOSPELL]->val4) {
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int sp = 0;
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int skillid = sc->data[SC_AUTOSPELL]->val2;
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