Reflect damage even when damage is blocked by a status - Fixes bugreport:6938
Also separate status reflect damage from item reflect damage Fix float value for strength stat in weapon attack (Baalberith) - Fixes bugreport:7957 Use stored weapon attack value for damage calculation rather than recalculate
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@ -1513,7 +1513,7 @@ static int battle_calc_status_attack(struct status_data *status, short hand)
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static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
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{
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struct status_data *status = status_get_status_data(src);
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unsigned short atkmax = status_weapon_atk(*wa,status);
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unsigned short atkmax = (wa == &status->lhw)?status->watk2:status->watk;
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unsigned short atkmin = atkmax;
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unsigned short weapon_perfection = 0;
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int damage;
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@ -4003,8 +4003,46 @@ struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block
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*/
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struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
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{
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if( wd.damage + wd.damage2 )
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{ //There is a total damage value
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if( wd.damage + wd.damage2 ) { //There is a total damage value
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if( src != target &&
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(!skill_id || skill_id ||
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( src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) )) ){
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int64 damage = wd.damage + wd.damage2, rdamage = 0;
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struct map_session_data *tsd = BL_CAST(BL_PC, target);
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struct status_change *tsc = status_get_sc(target);
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struct status_data *sstatus = status_get_status_data(src);
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int tick = gettick(), rdelay = 0;
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rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, 0);
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// Item reflect gets calculated first
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if( rdamage > 0 ) {
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//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
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rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
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if( tsd && src != target )
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battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
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battle_delay_damage(tick, wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
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skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
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}
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// Calculate skill reflect damage separately
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if( tsc ) {
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struct status_data *tstatus = status_get_status_data(target);
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rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, 1);
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if( rdamage > 0 ) {
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rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
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if( tsc->data[SC_REFLECTDAMAGE] && src != target ) // Don't reflect your own damage (Grand Cross)
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map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race);
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else {
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if( tsd && src != target )
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battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
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// It appears that official servers give skill reflect damage a longer delay
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battle_delay_damage(tick, wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
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skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
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}
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}
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}
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}
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if(!wd.damage2)
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{
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wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
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@ -5529,7 +5567,7 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
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* Initial refactoring by Baalberith
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* Refined and optimized by helvetica
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*/
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int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id){
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int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
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struct map_session_data* sd;
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int64 rdamage = 0, damage = *dmg;
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int max_damage = status_get_max_hp(bl);
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@ -5538,7 +5576,7 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i
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sd = BL_CAST(BL_PC, bl);
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sc = status_get_sc(bl);
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if( sc && sc->data[SC_REFLECTDAMAGE] ) {
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if( status_reflect && sc && sc->data[SC_REFLECTDAMAGE] ) {
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if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
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max_damage = (int64)max_damage * status_get_lv(bl) / 100;
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rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
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@ -5550,7 +5588,7 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i
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rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
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if(rdamage < 1) rdamage = 1;
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}
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if( sc && sc->count ) {
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if( status_reflect && sc && sc->count ) {
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if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
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rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
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if (rdamage < 1) rdamage = 1;
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@ -5680,7 +5718,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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struct status_data *sstatus, *tstatus;
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struct status_change *sc, *tsc;
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int64 damage;
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int rdamage=0,rdelay=0,skillv;
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int skillv;
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struct Damage wd;
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nullpo_retr(ATK_NONE, src);
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@ -5874,18 +5912,6 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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skill_id = AB_DUPLELIGHT_MAGIC;
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skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
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}
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rdamage = (int)battle_calc_return_damage(target,src, &damage, wd.flag, 0);
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if( rdamage > 0 ) {
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if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
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if( src != target )// Don't reflect your own damage (Grand Cross)
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map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
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} else {
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rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
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//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
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skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
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}
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}
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}
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wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
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@ -6025,11 +6051,6 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
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}
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}
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if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
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if(tsd && src != target)
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battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
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battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
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}
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if (tsc) {
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if (damage > 0 && tsc->data[SC_POISONREACT] &&
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@ -66,7 +66,7 @@ struct block_list;
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struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count);
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int64 battle_calc_return_damage(struct block_list *bl, struct block_list *src, int64 *, int flag, uint16 skill_id);
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int64 battle_calc_return_damage(struct block_list *bl, struct block_list *src, int64 *, int flag, uint16 skill_id, bool status_reflect);
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void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss);
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@ -2446,7 +2446,7 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
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if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL &&
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( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
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|| ((tsc && tsc->data[SC_REFLECTDAMAGE]) && !(dmg.flag&(BF_MAGIC|BF_LONG)) && !(skill_get_inf2(skill_id)&INF2_TRAP)) ) )
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rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
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rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id, 1);
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if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
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struct block_list *nbl;
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@ -1895,12 +1895,12 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct
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#ifdef RENEWAL
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unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
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{
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short str = status->str;
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float str = status->str;
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if (wa.range > 1)
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str = status->dex;
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return wa.atk + wa.atk2 + wa.atk * (str/200);
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return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
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}
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#endif
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@ -2724,7 +2724,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
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if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
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status->batk += 4;
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#else
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status->watk = (status_weapon_atk(status->lhw, status) >= 0) ? status_weapon_atk(status->lhw, status) : 0;
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status->watk = status_weapon_atk(status->rhw, status);
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status->watk2 = status_weapon_atk(status->lhw, status);
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status->eatk = (sd->bonus.eatk >= 0) ? sd->bonus.eatk : 0;
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#endif
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@ -1627,6 +1627,7 @@ struct status_data {
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batk,
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#ifdef RENEWAL
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watk,
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watk2,
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eatk,
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#endif
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matk_min, matk_max,
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