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devotion_rdamage:


rans

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Hi,

i wonder if anyone know how to make this "devotion_rdamage: 100" effective to Magical Reflection too
cause i tested this.. pally only absorb physical reflection. not magical... 
anyone know how to make this effectiv to magical too?

Thank you  ^_^

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	if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
		struct status_change_entry *sce = tsc->data[SC_DEVOTION];
		struct block_list *d_bl = map_id2bl(sce->val1);

		if( d_bl && (
			(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
			(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
			) && check_distance_bl(bl, d_bl, sce->val3) )
		{
			if(!rmdamage){
				clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(NULL,d_bl, damage, 0);
			} else {//Reflected magics are done directly on the target not on paladin
				//This check is only for magical skill.
				//For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
				clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(bl,bl, damage, 0);
			}
		}
		else {
			status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
			if( !dmg.amotion )
				status_fix_damage(src,bl,damage,dmg.dmotion);
		}
	}

Edit that code :D

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	if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
		struct status_change_entry *sce = tsc->data[SC_DEVOTION];
		struct block_list *d_bl = map_id2bl(sce->val1);

		if( d_bl && (
			(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
			(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
			) && check_distance_bl(bl, d_bl, sce->val3) )
		{
			if(!rmdamage){
				clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(NULL,d_bl, damage, 0);
			} else {//Reflected magics are done directly on the target not on paladin
				//This check is only for magical skill.
				//For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
				clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(bl,bl, damage, 0);
			}
		}
		else {
			status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
			if( !dmg.amotion )
				status_fix_damage(src,bl,damage,dmg.dmotion);
		}
	}

Edit that code :D

 

Ohw hi, 

Thanks for your reply ...

i'm asking if anyone Know HOW TO MAKE it :) cause i don't know how and im not a pro-scripter :) hehehe

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