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@@ -1885,13 +1885,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//Skill hit type
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type=(skillid==0)?5:skill_get_hit(skillid);
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- if((damage <= 0 || damage < dmg.div_)
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- && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
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+ if(damage < dmg.div_
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+ && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
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dmg.blewcount = 0;
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if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
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if(battle_config.gx_disptype) dsrc = src;
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if(src == bl) type = 4;
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+ else flag|=SD_ANIMATION;
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}
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if(sd) {
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@@ -2033,24 +2034,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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case SN_SHARPSHOOTING:
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dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
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break;
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- case CR_GRANDCROSS:
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- case NPC_GRANDDARKNESS:
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- //Only show animation when hitting yourself. [Skotlex]
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- if (src!=bl) {
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- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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- break;
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- }
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default:
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-// Aegis sends the same packet for both targetted and splash-targetted enemies,
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-// therefore SD_ANIMATION isn't really of any use...
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-/*
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- if (flag&SD_ANIMATION) //Disable skill animation.
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- dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
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- damage, dmg.div_, 8, dmg.damage2);
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- else
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-*/
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- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
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- damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
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+ //Disabling skill animation doesn't works on multi-hit.
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+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
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+ damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
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+ (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
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break;
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}
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