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@@ -2004,21 +2004,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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break;
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case KN_BRANDISHSPEAR:
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case NJ_KAMAITACHI:
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- { //Only display skill animation for skill's target.
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- struct unit_data *ud = unit_bl2ud(src);
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- if (ud && ud->skilltarget == bl->id)
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- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
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- else
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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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case NJ_HUUMA:
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{ //Only display skill animation for skill's target.
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struct unit_data *ud = unit_bl2ud(src);
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if (ud && ud->skilltarget == bl->id)
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
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else
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- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, 0, -1, type); // Skill_id = 0 => no effect on other targets
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+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); //TODO: Check whether it's better to send -1 in skilllv or also send 0 as skillid, maybe even change this to a clif_damage packet?
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break;
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}
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case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
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@@ -2836,6 +2828,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case MC_CARTREVOLUTION:
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case NPC_SPLASHATTACK:
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case AC_SHOWER: //Targetted skill implementation.
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+ case NJ_BAKUENRYU:
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if(flag&1){
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if(bl->id!=skill_area_temp[1]){
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
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@@ -3184,21 +3177,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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skill_castend_damage_id);
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}
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break;
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- case NJ_BAKUENRYU:
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- if (flag & 1) {
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- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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- } else {
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- clif_skill_nodamage(src,bl,skillid,skilllv,1);
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- skill_area_temp[0] = 0;
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- map_foreachinrange(skill_area_sub, bl,
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- skill_get_splash(skillid, skilllv), BL_CHAR,
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- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
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- map_foreachinrange(skill_area_sub, bl,
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- skill_get_splash(skillid, skilllv), BL_CHAR,
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- src, skillid, skilllv, tick, BCT_ENEMY|1,
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- skill_castend_damage_id);
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- }
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- break;
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case NJ_KASUMIKIRI:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
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