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@@ -2183,8 +2183,6 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl, uint
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[[fallthrough]];
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case WM_METALICSOUND:
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case WM_REVERBERATION:
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- case TR_RHYTHMSHOOTING:
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- case TR_METALIC_FURY:
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status_change_end(bl, SC_SOUNDBLEND);
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break;
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case EM_DIAMOND_STORM:
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@@ -5676,6 +5674,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case BO_MAYHEMIC_THORNS:
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case NPC_WIDECRITICALWOUND:
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case IG_SHIELD_SHOOTING:
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+ case TR_METALIC_FURY:
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if( flag&1 ) {//Recursive invocation
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int sflag = skill_area_temp[0] & 0xFFF;
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int heal = 0;
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@@ -5895,24 +5894,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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}
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}
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break;
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- case TR_METALIC_FURY:
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- {
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- if (flag & 1) {
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- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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- } else {
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- int area = skill_get_splash(skill_id, skill_lv);
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- int count = map_forcountinarea(skill_check_bl_sc,bl->m,bl->x - area,bl->y - area,bl->x + area,bl->y + area,5,BL_MOB,SC_SOUNDBLEND);
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- if (count > 0){
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- map_foreachinarea(skill_area_sub, bl->m, bl->x - area, bl->y - area, bl->x + area, bl->y + area, BL_CHAR,
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- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
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- } else{
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- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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- }
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- }
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- }
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- break;
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//Place units around target
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case NJ_BAKUENRYU:
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