Follow up on r16240 update RK_CRUSHTRIKE formula and weapon break percentage.
Fixed bugreport:5953 GC_CROSSRIPPERSLASHER range is now (8 + 1 * skill level) cells. Fixed bugreport:5943 SC_GROOMY is now really remove selected mounts. Updated Guillotine cross skills formula base on re-balancing formulas... git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16243 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
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@ -1126,8 +1126,8 @@
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2028,0,2000,0,180000,0,0
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//-- GC_COUNTERSLASH
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2029,0,2000,0,0,0,0
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//-- GC_WEAPONCRUSH //CHECK duration 1 devist
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2030,0,1000,0,40000:80000:120000:160000:200000,0,0
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//-- GC_WEAPONCRUSH
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2030,0,1000,0,60000,0,0
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//-- GC_VENOMPRESSURE
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2031,0,1000,0,0,0,0
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//-- GC_POISONSMOKE //CHECK Cast time is said 2 second fixed, but no variable. Check duration 1 (was added / thought to be AoE duration)
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@ -743,7 +743,7 @@
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2034,0,6,4,-1,0x2,3,1,1,no,0,0,0,weapon,0, GC_PHANTOMMENACE,Phantom Menace
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2035,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0, GC_HALLUCINATIONWALK,Hallucination Walk
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2036,0,6,4,-1,0x2,1:1:1:1:2,5,1,no,0,0,0,weapon,0, GC_ROLLINGCUTTER,Rolling Cutter
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2037,7,6,1,-1,0,0,5,1,no,0,0,0,weapon,0, GC_CROSSRIPPERSLASHER,Cross Ripper Slasher
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2037,9:10:11:12:13,6,1,-1,0,0,5,1,no,0,0,0,weapon,0, GC_CROSSRIPPERSLASHER,Cross Ripper Slasher
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//****
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// AB Arch Bishop
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@ -1127,8 +1127,8 @@
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2028,0,2000,0,180000,0,0,0
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//-- GC_COUNTERSLASH
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2029,0,2000,0,0,0,0,0
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//-- GC_WEAPONCRUSH //CHECK duration 1 devist
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2030,0,1000,0,40000:80000:120000:160000:200000,0,0,0
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//-- GC_WEAPONCRUSH
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2030,0,1000,0,60000,0,0,0
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//-- GC_VENOMPRESSURE
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2031,0,1000,0,0,0,0,0
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//-- GC_POISONSMOKE //CHECK Cast time is said 2 second fixed, but no variable. Check duration 1 (was added / thought to be AoE duration)
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@ -744,7 +744,7 @@
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2034,0,6,4,-1,0x2,3,1,1,no,0,0,0,weapon,0, GC_PHANTOMMENACE,Phantom Menace
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2035,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0, GC_HALLUCINATIONWALK,Hallucination Walk
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2036,0,6,4,-1,0x2,1:1:1:1:2,5,1,no,0,0,0,weapon,0, GC_ROLLINGCUTTER,Rolling Cutter
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2037,7,6,1,-1,0,0,5,1,no,0,0,0,weapon,0, GC_CROSSRIPPERSLASHER,Cross Ripper Slasher
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2037,9:10:11:12:13,6,1,-1,0,0,5,1,no,0,0,0,weapon,0, GC_CROSSRIPPERSLASHER,Cross Ripper Slasher
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//****
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// AB Arch Bishop
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118
src/map/battle.c
118
src/map/battle.c
@ -2025,15 +2025,15 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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break;
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case RK_SONICWAVE:
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skillratio += 400 + 100 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case RK_HUNDREDSPEAR:
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skillratio += 500 + 40 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case RK_WINDCUTTER:
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skillratio += 50 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case RK_IGNITIONBREAK:
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i = distance_bl(src,target);
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@ -2043,16 +2043,17 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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skillratio = 100 + 200 * skill_lv;
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else
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skillratio = 100 + 100 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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if( sstatus->rhw.ele == ELE_FIRE )
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skillratio += skillratio / 2;
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break;
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case RK_CRUSHSTRIKE:
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if( sd )
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{
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{//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
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short index = sd->equip_index[EQI_HAND_R];
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if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
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skillratio = sd->inventory_data[index]->weight + sstatus->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
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skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
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100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
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}
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break;
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case RK_STORMBLAST:
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@ -2067,21 +2068,25 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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* GC Guilotine Cross
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**/
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case GC_CROSSIMPACT:
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skillratio += 1050 + 50 * skill_lv;
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skillratio += 900 + 100 * skill_lv;
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RE_LVL_DMOD(120);
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break;
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case GC_PHANTOMMENACE:
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skillratio += 200;
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break;
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case GC_COUNTERSLASH:
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skillratio += 200 + (100 * skill_lv) + sstatus->agi;
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//ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
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skillratio += 200 + (100 * skill_lv);
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RE_LVL_DMOD(120);
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skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
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break;
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case GC_ROLLINGCUTTER:
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skillratio += 20 * skill_lv;
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RE_LVL_DMOD();
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skillratio += -50 + 50 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case GC_CROSSRIPPERSLASHER:
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skillratio += 300 + 80 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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if( sc && sc->data[SC_ROLLINGCUTTER] )
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skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
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break;
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@ -2096,11 +2101,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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**/
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case RA_ARROWSTORM:
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skillratio += 900 + 80 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case RA_AIMEDBOLT:
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skillratio += 400 + 50 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
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wd.div_ = tstatus->size + 2 + rnd()%2;
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break;
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@ -2125,20 +2130,20 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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**/
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case NC_BOOSTKNUCKLE:
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skillratio += 100 + 100 * skill_lv + sstatus->dex;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case NC_PILEBUNKER:
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skillratio += 200 + 100 * skill_lv + sstatus->str;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case NC_VULCANARM:
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skillratio = 70 * skill_lv + sstatus->dex;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case NC_FLAMELAUNCHER:
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case NC_COLDSLOWER:
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skillratio += 200 + 300 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case NC_ARMSCANNON:
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switch( tstatus->size ) {
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@ -2146,7 +2151,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
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case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
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}
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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//NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
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break;
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case NC_AXEBOOMERANG:
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@ -2156,15 +2161,15 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
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skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
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}
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case NC_POWERSWING:
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skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case NC_AXETORNADO:
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skillratio += 100 + 100 * skill_lv + sstatus->vit;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case SC_FATALMENACE:
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skillratio += 100 * skill_lv;
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@ -2177,28 +2182,28 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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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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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_BANISHINGPOINT:
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skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_SHIELDPRESS:
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skillratio += 60 + 43 * skill_lv;
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//if( sc && sc->data[SC_GLOOMYDAY_SK] )
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// skillratio += 80 + (5 * sc->data[SC_GLOOMYDAY_SK]->val1);
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_PINPOINTATTACK:
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skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_RAGEBURST:
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if( sd && sd->spiritball_old )
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skillratio += -100 + (sd->spiritball_old * 200);
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else
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skillratio += -100 + 15 * 200;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_SHIELDSPELL:// [(Caster’s Base Level x 4) + (Shield DEF x 10) + (Caster’s VIT x 2)] %
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if( sd ) {
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@ -2211,27 +2216,27 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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break;
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case LG_MOONSLASHER:
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skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_OVERBRAND:
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skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_OVERBRAND_BRANDISH:
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skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_OVERBRAND_PLUSATK:
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skillratio = 150 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_RAYOFGENESIS:
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skillratio = skillratio + 200 + 300 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_EARTHDRIVE:
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skillratio = (skillratio + 100) * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_HESPERUSLIT:
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skillratio += 120 * skill_lv - 100;
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@ -2276,7 +2281,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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skillratio += 800 * skill_lv -100;
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else
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skillratio += 500 * skill_lv -100;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case SR_GENTLETOUCH_QUIET:
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skillratio += 100 * skill_lv - 100 + sstatus->dex;
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@ -2306,7 +2311,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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case GN_CART_TORNADO:
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if( sd )
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skillratio += 50 * skill_lv + pc_checkskill(sd, GN_REMODELING_CART) * 100 - 100;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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if( sc && sc->data[SC_GN_CARTBOOST] )
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skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1;
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break;
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@ -3402,11 +3407,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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case AB_JUDEX:
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skillratio += 180 + 20 * skill_lv;
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if (skill_lv > 4) skillratio += 20;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case AB_ADORAMUS:
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skillratio += 400 + 100 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case AB_DUPLELIGHT_MAGIC:
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skillratio += 100 + 20 * skill_lv;
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@ -3416,36 +3421,37 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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**/
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case WL_SOULEXPANSION:
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skillratio += 300 + 100 * skill_lv + sstatus->int_;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case WL_FROSTMISTY:
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skillratio += 100 + 100 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case WL_JACKFROST: {
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struct status_change *tsc = status_get_sc(target);
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if( tsc && tsc->data[SC_FREEZING] ) {
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if( tsc && tsc->data[SC_FREEZING] ){
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skillratio += 900 + 300 * skill_lv;
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RE_LVL_DMOD();
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} else
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RE_LVL_DMOD(100);
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}else{
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skillratio += 400 + 100 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(150);
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}
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}
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break;
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case WL_DRAINLIFE:
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skillratio = 200 * skill_lv + sstatus->int_;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case WL_CRIMSONROCK:
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skillratio += 1200 + 300 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case WL_HELLINFERNO:
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if( status_get_element(target) == ELE_FIRE )
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skillratio = 60 * skill_lv;
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else
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skillratio = 240 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case WL_COMET: {
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struct status_change * sc = status_get_sc(src);
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@ -3464,11 +3470,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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break;
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case WL_CHAINLIGHTNING_ATK:
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skillratio += 100 + 300 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case WL_EARTHSTRAIN:
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skillratio += 1900 + 100 * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case WL_TETRAVORTEX_FIRE:
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case WL_TETRAVORTEX_WATER:
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@ -3481,11 +3487,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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case WL_SUMMON_ATK_WIND:
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case WL_SUMMON_ATK_GROUND:
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skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_RAYOFGENESIS:
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skillratio = (skillratio + 200) * skill_lv;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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break;
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case LG_SHIELDSPELL:// [(Caster’s Base Level x 4) + (Shield MDEF x 100) + (Caster’s INT x 2)] %
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if( sd ) {
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@ -3505,7 +3511,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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case SO_FIREWALK: {
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struct status_change * sc = status_get_sc(src);
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skillratio = 300;
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RE_LVL_DMOD();
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RE_LVL_DMOD(100);
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if( sc && sc->data[SC_HEATER_OPTION] )
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skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
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}
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@ -3513,7 +3519,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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case SO_ELECTRICWALK: {
|
||||
struct status_change * sc = status_get_sc(src);
|
||||
skillratio = 300;
|
||||
RE_LVL_DMOD();
|
||||
RE_LVL_DMOD(100);
|
||||
if( sc && sc->data[SC_BLAST_OPTION] )
|
||||
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
|
||||
}
|
||||
@ -3521,7 +3527,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
|
||||
case SO_EARTHGRAVE: {
|
||||
struct status_change * sc = status_get_sc(src);
|
||||
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
|
||||
RE_LVL_DMOD();
|
||||
RE_LVL_DMOD(100);
|
||||
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
|
||||
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
|
||||
}
|
||||
@ -3529,7 +3535,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
|
||||
case SO_DIAMONDDUST: {
|
||||
struct status_change * sc = status_get_sc(src);
|
||||
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
|
||||
RE_LVL_DMOD();
|
||||
RE_LVL_DMOD(100);
|
||||
if( sc && sc->data[SC_COOLER_OPTION] )
|
||||
skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
|
||||
}
|
||||
@ -3544,7 +3550,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
|
||||
case SO_PSYCHIC_WAVE: {
|
||||
struct status_change * sc = status_get_sc(src);
|
||||
skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
|
||||
RE_LVL_DMOD();
|
||||
RE_LVL_DMOD(100);
|
||||
if( sc ){
|
||||
if( sc->data[SC_HEATER_OPTION] )
|
||||
skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
|
||||
@ -3560,7 +3566,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
|
||||
case SO_VARETYR_SPEAR: {
|
||||
struct status_change * sc = status_get_sc(src);
|
||||
skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
|
||||
RE_LVL_DMOD();
|
||||
RE_LVL_DMOD(100);
|
||||
if( sc && sc->data[SC_BLAST_OPTION] )
|
||||
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
|
||||
}
|
||||
@ -3568,7 +3574,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
|
||||
case SO_CLOUD_KILL: {
|
||||
struct status_change * sc = status_get_sc(src);
|
||||
skillratio += -100 + skill_lv * 40;
|
||||
RE_LVL_DMOD();
|
||||
RE_LVL_DMOD(100);
|
||||
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
|
||||
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
|
||||
}
|
||||
|
@ -84,9 +84,9 @@
|
||||
|
||||
/* Renewal's dmg level modifier, used as a macro for a easy way to turn off. */
|
||||
#ifdef RENEWAL_LVDMG
|
||||
#define RE_LVL_DMOD() \
|
||||
if( status_get_lv(src) > 100 ) \
|
||||
skillratio = skillratio * status_get_lv(src) / 100;
|
||||
#define RE_LVL_DMOD(val) \
|
||||
if( status_get_lv(src) > 100 && val > 0 ) \
|
||||
skillratio = skillratio * status_get_lv(src) / val;
|
||||
#define RE_LVL_MDMOD(val) \
|
||||
if( status_get_lv(src) > 100 && val > 0) \
|
||||
md.damage = md.damage * status_get_lv(src) / val;
|
||||
@ -95,7 +95,7 @@
|
||||
if( status_get_lv(src) > 100 ) \
|
||||
md.damage = md.damage * 150 / 100 + md.damage * status_get_lv(src) / 100;
|
||||
#else
|
||||
#define RE_LVL_DMOD()
|
||||
#define RE_LVL_DMOD(val)
|
||||
#define RE_LVL_MDMOD(val)
|
||||
#define RE_LVL_TMDMOD()
|
||||
#endif
|
||||
|
@ -625,6 +625,8 @@ enum e_pc_permission {
|
||||
#define pc_isridingwug(sd) ( (sd)->sc.option&OPTION_WUGRIDER )
|
||||
// Mechanic Magic Gear
|
||||
#define pc_ismadogear(sd) ( (sd)->sc.option&OPTION_MADOGEAR )
|
||||
// Rune Knight Dragon
|
||||
#define pc_isridingdragon(sd) ( (sd)->sc.option&OPTION_DRAGON )
|
||||
|
||||
#define pc_stop_walking(sd, type) unit_stop_walking(&(sd)->bl, type)
|
||||
#define pc_stop_attack(sd) unit_stop_attack(&(sd)->bl)
|
||||
|
@ -7865,7 +7865,7 @@ BUILDIN_FUNC(checkriding)
|
||||
if( sd == NULL )
|
||||
return 0;// no player attached, report source
|
||||
|
||||
if( pc_isriding(sd) || pc_isridingwug(sd) || sd->sc.option&OPTION_DRAGON )
|
||||
if( pc_isriding(sd) || pc_isridingwug(sd) || pc_isridingdragon(sd) )
|
||||
script_pushint(st, 1);
|
||||
else
|
||||
script_pushint(st, 0);
|
||||
@ -16132,7 +16132,7 @@ BUILDIN_FUNC(checkdragon) {
|
||||
TBL_PC* sd;
|
||||
if( (sd = script_rid2sd(st)) == NULL )
|
||||
return 0;
|
||||
if( sd->sc.option&OPTION_DRAGON )
|
||||
if( pc_isridingdragon(sd) )
|
||||
script_pushint(st,1);
|
||||
else
|
||||
script_pushint(st,0);
|
||||
@ -16156,7 +16156,7 @@ BUILDIN_FUNC(setdragon) {
|
||||
return 0;
|
||||
if( !pc_checkskill(sd,RK_DRAGONTRAINING) || (sd->class_&MAPID_THIRDMASK) != MAPID_RUNE_KNIGHT )
|
||||
script_pushint(st,0);//Doesn't have the skill or it's not a Rune Knight
|
||||
else if ( sd->sc.option&OPTION_DRAGON ) {//Is mounted; release
|
||||
else if ( pc_isridingdragon(sd) ) {//Is mounted; release
|
||||
pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
|
||||
script_pushint(st,1);
|
||||
} else {//Not mounted; Mount now.
|
||||
|
@ -2642,7 +2642,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
|
||||
**/
|
||||
switch( skillid ) {
|
||||
case RK_CRUSHSTRIKE:
|
||||
skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
|
||||
skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
|
||||
break;
|
||||
case GC_VENOMPRESSURE: {
|
||||
struct status_change *ssc = status_get_sc(src);
|
||||
@ -5973,7 +5973,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|
||||
if (i < 5) i = 5; //Minimum rate 5%
|
||||
|
||||
//Duration in ms
|
||||
d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
|
||||
if( skillid == GC_WEAPONCRUSH){
|
||||
d = skill_get_time(skillid,skilllv);
|
||||
if(bl->type == BL_PC)
|
||||
d += skilllv * 15 + (sstatus->dex - tstatus->dex);
|
||||
else
|
||||
d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
|
||||
}else
|
||||
d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
|
||||
|
||||
if (d < 0) d = 0; //Minimum duration 0ms
|
||||
|
||||
switch (skillid) {
|
||||
@ -12402,7 +12410,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
|
||||
* Rune Knight
|
||||
**/
|
||||
case ST_RIDINGDRAGON:
|
||||
if( !(sd->sc.option&OPTION_DRAGON)) {
|
||||
if( !pc_isridingdragon(sd) ) {
|
||||
clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
|
||||
return 0;
|
||||
}
|
||||
|
@ -2904,7 +2904,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
|
||||
status->aspd_rate -= ((skill+1)/2) * 10;
|
||||
if(pc_isriding(sd))
|
||||
status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
|
||||
else if( sd->sc.option&OPTION_DRAGON )
|
||||
else if(pc_isridingdragon(sd))
|
||||
status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
|
||||
status->adelay = 2*status->amotion;
|
||||
|
||||
@ -2923,7 +2923,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
|
||||
sd->max_weight += 2000*skill;
|
||||
if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
|
||||
sd->max_weight += 10000;
|
||||
else if( sd->sc.option&OPTION_DRAGON )
|
||||
else if(pc_isridingdragon(sd))
|
||||
sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
|
||||
if(sc->data[SC_KNOWLEDGE])
|
||||
sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
|
||||
@ -7711,7 +7711,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
val_flag |= 1|2|4;
|
||||
if( sd )
|
||||
{ // Removes Animals
|
||||
if( pc_isriding(sd) ){ pc_setriding(sd, 0); pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); }
|
||||
if( pc_isriding(sd) ) pc_setriding(sd, 0);
|
||||
if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
|
||||
if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
|
||||
if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
|
||||
if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
|
||||
|
Loading…
x
Reference in New Issue
Block a user