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@@ -4445,22 +4445,6 @@ struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, s
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#endif
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#endif
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}
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}
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}
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}
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- if (!skill_id) {
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- if (sc->data[SC_ENCHANTBLADE]) {
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- //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt
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- int64 enchant_dmg = (sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100) * status_get_lv(src) / 150 + status_get_int(src);
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-
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- enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
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- if (sstatus->matk_max > sstatus->matk_min)
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- enchant_dmg = enchant_dmg + sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
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- else
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- enchant_dmg = enchant_dmg + sstatus->matk_min;
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- if (enchant_dmg > 0) {
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- ATK_ADD(wd.damage, wd.damage2, enchant_dmg);
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- RE_ALLATK_ADD(wd, enchant_dmg);
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- }
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- }
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- }
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if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
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if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
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ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
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ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
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RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
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RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
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@@ -5023,6 +5007,20 @@ struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct bl
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hp = 2*hp/100; //2% hp loss per hit
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hp = 2*hp/100; //2% hp loss per hit
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status_zap(src, hp, 0);
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status_zap(src, hp, 0);
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}
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}
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+ // Only affecting non-skills
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+ if (!skill_id) {
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+ if (sc->data[SC_ENCHANTBLADE]) {
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+ //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
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+ int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
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+ if (sstatus->matk_max > sstatus->matk_min)
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+ enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
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+ else
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+ enchant_dmg = enchant_dmg + sstatus->matk_min;
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+ enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
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+ if (enchant_dmg > 0)
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+ ATK_ADD(wd.damage, wd.damage2, enchant_dmg);
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+ }
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+ }
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status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
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status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
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}
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}
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switch (skill_id) {
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switch (skill_id) {
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