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@@ -2209,6 +2209,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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case EM_TERRA_DRIVE:
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sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
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break;
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+ case MT_RUSH_QUAKE:
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+ sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
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+ break;
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} //end switch skill_id
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if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
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@@ -5751,7 +5754,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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skill_id = SU_LUNATICCARROTBEAT2;
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break;
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case DK_SERVANT_W_PHANTOM:
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- case MT_RUSH_QUAKE:
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// Jump to the target before attacking.
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if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
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skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
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@@ -5828,6 +5830,16 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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if (tsc && tsc->getSCE(SC_SOUNDBLEND))
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skill_area_temp[0] = 1 + rnd()%4;
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break;
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+ case MT_RUSH_QUAKE:
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+ // Jump to the target before attacking.
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+ if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
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+ skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
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+ }
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+ clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
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+ clif_blown( src );
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+ // TODO: does this buff start before or after dealing damage? [Muh]
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+ sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
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+ break;
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}
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// if skill damage should be split among targets, count them
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