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@@ -3202,17 +3202,67 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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if (battle_check_undead(tstatus->race,tstatus->def_ele))
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skillratio += 5*skill_lv;
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break;
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- case MG_FIREWALL:
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- skillratio -= 50;
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+ case MG_FIREWALL: {
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+ struct status_change *sc = status_get_sc(src);
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+ skillratio -= 50;
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+ if( sc && sc->data[SC_PYROTECHNIC_OPTION] )
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+ skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
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+ }
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break;
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- /**
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- * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
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- **/
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- #ifndef RENEWAL
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- case MG_THUNDERSTORM:
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- skillratio -= 20;
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+ case MG_COLDBOLT: {
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+ struct status_change *sc = status_get_sc(src);
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+ if ( sc && sc->count ) {
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+ if ( sc->data[SC_SPELLFIST] && (!sd || !sd->state.autocast) ) {
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+ skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
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+ ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
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+ ad.flag = BF_WEAPON|BF_SHORT;
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+ ad.type = 0;
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+ }
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+ if( sc->data[SC_AQUAPLAY_OPTION] )
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+ skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100;
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+ }
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+ }
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+ break;
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+ case MG_FIREBOLT: {
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+ struct status_change *sc = status_get_sc(src);
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+ if ( sc && sc->count ) {
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+ if ( sc->data[SC_SPELLFIST] && (!sd || !sd->state.autocast) ) {
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+ skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
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+ ad.div_ = 1;
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+ ad.flag = BF_WEAPON|BF_SHORT;
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+ ad.type = 0;
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+ }
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+ if( sc->data[SC_PYROTECHNIC_OPTION] )
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+ skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
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+ }
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+ }
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+ break;
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+ case MG_LIGHTNINGBOLT: {
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+ struct status_change *sc = status_get_sc(src);
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+ if ( sc && sc->count ) {
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+ if ( sc->data[SC_SPELLFIST] && (!sd || !sd->state.autocast) ) {
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+ skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
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+ ad.div_ = 1;
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+ ad.flag = BF_WEAPON|BF_SHORT;
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+ ad.type = 0;
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+ }
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+ if( sc->data[SC_GUST_OPTION] )
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+ skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
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+ }
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+ }
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+ break;
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+ case MG_THUNDERSTORM: {
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+ struct status_change *sc = status_get_sc(src);
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+ /**
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+ * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
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+ **/
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+ #ifndef RENEWAL
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+ skillratio -= 20;
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+ #endif
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+ if( sc && sc->data[SC_GUST_OPTION] )
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+ skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
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+ }
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break;
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- #endif
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case MG_FROSTDIVER:
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skillratio += 10*skill_lv;
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break;
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@@ -4285,11 +4335,17 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
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- if(sc) {
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+ if( sc && sc->count ) {
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if (sc->data[SC_EXEEDBREAK]) {
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wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100;
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status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
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}
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+ if( sc->data[SC_SPELLFIST] ) {
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+ if( --(sc->data[SC_SPELLFIST]->val1) >= 0 )
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+ wd = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag);
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+ else
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+ status_change_end(src,SC_SPELLFIST,-1);
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+ }
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if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rand()%100 < sc->data[SC_GIANTGROWTH]->val2 )
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wd.damage *= 3; // Triple Damage
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}
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