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@@ -3497,17 +3497,26 @@ static struct Damage battle_calc_pc_weapon_attack(
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break;
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case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill)
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if(sd){
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- int damage3;
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- int mdef1=battle_get_mdef(target);
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+/* int mdef1=battle_get_mdef(target);
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int mdef2=battle_get_mdef2(target);
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int imdef_flag=0;
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-
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+
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damage = ((damage * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
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damage2 = ((damage2 * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
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damage3 = damage;
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- hitrate = 1000000;
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-
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- if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
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+ // physical damage can miss
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+ hitrate = 1000000;*/
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+
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+ // calculate physical part of damage
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+ damage = damage * skill_lv;
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+ damage2 = damage2 * skill_lv;
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+ // element modifier added right after this
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+
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+ // calculate magic part of damage
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+ damage3 = skill_lv * battle_get_int(src) * 5;
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+
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+ // ignores magic defense now [Celest]
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+ /*if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
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imdef_flag = 1;
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if(t_mode & 0x20) {
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if(sd->ignore_mdef_race & (1<<10))
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@@ -3529,7 +3538,7 @@ static struct Damage battle_calc_pc_weapon_attack(
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if(damage3<1)
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damage3=1;
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- damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );
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+ damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );*/
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}
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break;
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}
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@@ -3773,8 +3782,10 @@ static struct Damage battle_calc_pc_weapon_attack(
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//カードによるダメージ増加処理(左手)ここまで
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// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER)
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- if(skill_num == ASC_BREAKER)
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+ if(skill_num == ASC_BREAKER) {
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damage3 = damage3 * cardfix / 100;
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+ dmg_lv = ATK_DEF; // ignores flee [celest]
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+ }
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//カードによるダメージ減衰処理ここから
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if(tsd){ //対象がPCの場合
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@@ -3975,8 +3986,9 @@ static struct Damage battle_calc_pc_weapon_attack(
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// -- moonsoul (final combination of phys, mag damage for ASC_BREAKER)
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if(skill_num == ASC_BREAKER) {
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+ damage3 += rand()%500+500;
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damage += damage3;
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- damage2 += damage3;
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+// damage2 += damage3;
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}
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wd.damage=damage;
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