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@@ -236,7 +236,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
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if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
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damage = 0;
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- if (!battle_config.delay_battle_damage) {
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+ if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
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map_freeblock_lock();
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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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@@ -258,6 +258,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
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dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
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if (src->type != BL_PC && amotion > 1000)
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amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
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+
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add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat);
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return 0;
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