Fix card damage fixing - Fixes bugreport:7935
Fix GVG and Card reductions for skills that use separate damage calc functions Removed some unnecessary code causing attack underflow in homunculus - Fixes bugreport:7925 Update Feint Bomb damage formula to 2011 rebalance - Concering bugreport:7912 Update Siren's Voice to 2011 rebalance formulas - Fixes bugreport:7878
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@ -2411,7 +2411,6 @@ struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,
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struct status_data *sstatus = status_get_status_data(src);
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struct status_data *tstatus = status_get_status_data(target);
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struct map_session_data *sd = BL_CAST(BL_PC, src);
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struct map_session_data *tsd = BL_CAST(BL_PC, target);
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int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
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int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
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@ -2448,17 +2447,6 @@ struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,
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wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
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if(tsd) {// Card Fix for target
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wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, is_attack_left_handed(src, skill_id), wd.flag);
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wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, is_attack_left_handed(src, skill_id), wd.flag);
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wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, is_attack_left_handed(src, skill_id), wd.flag);
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wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, is_attack_left_handed(src, skill_id), wd.flag);
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wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), ELE_NONE, ELE_NONE, wd.masteryAtk, is_attack_left_handed(src, skill_id), wd.flag);
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wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), ELE_NONE, ELE_NONE, wd.masteryAtk2, is_attack_left_handed(src, skill_id), wd.flag);
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}
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wd.damage = 0;
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wd.damage2 = 0;
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@ -3253,7 +3241,8 @@ static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *s
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skillratio += 270 + 30 * skill_lv;
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break;
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case SC_FEINTBOMB:
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skillratio += 100 + 100 * skill_lv;
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skillratio += (skill_lv + 1) * (sstatus->dex / 2) * (sd?(sd->status.job_level / 10):5);
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RE_LVL_DMOD(120);
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break;
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case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
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skillratio += -100 + (50 + sstatus->str) * skill_lv;
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@ -4327,23 +4316,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
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}
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#ifdef RENEWAL
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//Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
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wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
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wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
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if( is_attack_left_handed(src, skill_id )) {
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wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
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wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
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}
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// final attack bonuses that aren't affected by cards
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wd = battle_attack_sc_bonus(wd, src, skill_id);
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if (sd) { //monsters, homuns and pets have their damage computed directly
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wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
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wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
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}
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#else
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wd = battle_attack_sc_bonus(wd, src, skill_id);
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#endif
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// check if attack ignores DEF
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@ -4389,16 +4365,26 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
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ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
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}
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#ifndef RENEWAL
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//Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
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wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
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if( is_attack_left_handed(src, skill_id ))
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wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
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#endif
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}
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if(tsd) // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
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wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, is_attack_left_handed(src, skill_id), wd.flag);
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// final attack bonuses that aren't affected by cards
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wd = battle_attack_sc_bonus(wd, src, skill_id);
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if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
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switch(skill_id) { // These skills will do a card fix later
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case CR_ACIDDEMONSTRATION:
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case NJ_ISSEN:
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case ASC_BREAKER:
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case KO_HAPPOKUNAI:
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break;
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default:
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wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, is_attack_left_handed(src, skill_id), wd.flag);
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}
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}
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// forced to neutral skills [helvetica]
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// skills forced to neutral gain benefits from weapon element
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@ -4427,10 +4413,18 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
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wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
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wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
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wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
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switch(skill_id) { // These skills will do a GVG fix later
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case CR_ACIDDEMONSTRATION:
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case NJ_ISSEN:
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case ASC_BREAKER:
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case KO_HAPPOKUNAI:
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return wd;
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default:
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wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
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}
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return wd;
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}
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@ -4976,7 +4970,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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}
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}
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#ifdef RENEWAL
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ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
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switch(skill_id) { // These skills will do a card fix later
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case CR_ACIDDEMONSTRATION:
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case ASC_BREAKER:
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break;
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default:
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ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
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}
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#endif
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if(sd) {
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//Damage bonuses
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@ -5078,11 +5078,17 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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if (flag.infdef && ad.damage)
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ad.damage = ad.damage>0?1:-1;
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ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
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if( map_flag_gvg2(target->m) )
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ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
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else if( map[target->m].flag.battleground )
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ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
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switch(skill_id) { // These skills will do a GVG fix later
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case CR_ACIDDEMONSTRATION:
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case ASC_BREAKER:
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return ad;
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default:
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ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
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if( map_flag_gvg2(target->m) )
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ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
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else if( map[target->m].flag.battleground )
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ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
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}
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switch( skill_id ) { /* post-calc modifiers */
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case SO_VARETYR_SPEAR: { // Physical damage.
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@ -5224,7 +5230,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
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{
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struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
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struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
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md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
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md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
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// AD benefits from endow/element but damage is forced back to neutral
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battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
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@ -8694,16 +8694,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case WM_SIRCLEOFNATURE:
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flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
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case WM_VOICEOFSIREN:
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if( skill_id != WM_SIRCLEOFNATURE )
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{
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int rate = 100;
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if( skill_id != WM_SIRCLEOFNATURE ) {
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rate = 6 * skill_lv + (sd ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/2 : 0 );
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flag &= ~BCT_SELF;
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}
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if( flag&1 ) {
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sc_start2(src,bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
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sc_start2(src,bl,type,rate,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
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} else {
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map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
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clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
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}
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break;
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}
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case WM_GLOOMYDAY:
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clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
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if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
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@ -3735,14 +3735,6 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
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status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
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}
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}
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if( bl->type&BL_HOM )
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{
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status->rhw.atk += (status->dex - b_status->dex);
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status->rhw.atk2 += (status->str - b_status->str);
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if( status->rhw.atk2 < status->rhw.atk )
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status->rhw.atk2 = status->rhw.atk;
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}
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}
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if(flag&SCB_HIT) {
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@ -6476,6 +6468,9 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
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case SC_PARALYSIS:
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tick_def2 = (status->vit + status->luk)*50;
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break;
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case SC_VOICEOFSIREN:
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tick_def2 = (status_get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level : 0);
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break;
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default:
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//Effect that cannot be reduced? Likely a buff.
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if (!(rnd()%10000 < rate))
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