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@@ -4719,8 +4719,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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skill_area_temp[4] = bl->x;
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skill_area_temp[4] = bl->x;
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skill_area_temp[5] = bl->y;
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skill_area_temp[5] = bl->y;
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break;
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break;
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- case NC_VULCANARM:
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case NC_ARMSCANNON:
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case NC_ARMSCANNON:
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+ starget = BL_CHAR;
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+ case NC_VULCANARM:
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if (sd)
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if (sd)
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pc_overheat(sd, 1);
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pc_overheat(sd, 1);
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break;
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break;
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@@ -11781,7 +11782,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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case AC_SHOWER:
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case AC_SHOWER:
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case MA_SHOWER:
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case MA_SHOWER:
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case NC_COLDSLOWER:
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case NC_COLDSLOWER:
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- case NC_ARMSCANNON:
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case RK_DRAGONBREATH:
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case RK_DRAGONBREATH:
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case RK_DRAGONBREATH_WATER:
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case RK_DRAGONBREATH_WATER:
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// Cast center might be relevant later (e.g. for knockback direction)
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// Cast center might be relevant later (e.g. for knockback direction)
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@@ -11789,9 +11789,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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skill_area_temp[5] = y;
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skill_area_temp[5] = y;
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i = skill_get_splash(skill_id,skill_lv);
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i = skill_get_splash(skill_id,skill_lv);
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if (battle_config.skill_wall_check)
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if (battle_config.skill_wall_check)
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- map_foreachinshootarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
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+ map_foreachinshootarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
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else
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else
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- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
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+ map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
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break;
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break;
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case SO_ARRULLO:
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case SO_ARRULLO:
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