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@@ -4933,7 +4933,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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break;
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break;
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case SN_SHARPSHOOTING:
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case SN_SHARPSHOOTING:
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- flag |= 1; // Flag for specific mob damage formula
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+ flag |= 2; // Flag for specific mob damage formula
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case MA_SHARPSHOOTING:
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case MA_SHARPSHOOTING:
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case NJ_KAMAITACHI:
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case NJ_KAMAITACHI:
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case NPC_DARKPIERCING:
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case NPC_DARKPIERCING:
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@@ -4949,7 +4949,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
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skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
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skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
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skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
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if (skill_id == SN_SHARPSHOOTING)
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if (skill_id == SN_SHARPSHOOTING)
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- flag &= ~1; // Only targets in the splash area are affected
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+ flag &= ~2; // Only targets in the splash area are affected
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//These skills hit at least the target if the AoE doesn't hit
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//These skills hit at least the target if the AoE doesn't hit
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skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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