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@@ -1246,11 +1246,12 @@ static struct Damage battle_calc_weapon_attack(
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break;
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break;
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//Until they're at right position - gs_arrow- [Vicious]
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//Until they're at right position - gs_arrow- [Vicious]
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+ case GS_RAPIDSHOWER:
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+ wd.div_= 5;
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case GS_BULLSEYE:
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case GS_BULLSEYE:
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case GS_CRACKER:
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case GS_CRACKER:
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case GS_TRACKING:
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case GS_TRACKING:
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case GS_PIERCINGSHOT:
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case GS_PIERCINGSHOT:
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- case GS_RAPIDSHOWER:
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case GS_DUST:
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case GS_DUST:
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case GS_SPREADATTACK:
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case GS_SPREADATTACK:
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case NJ_SYURIKEN:
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case NJ_SYURIKEN:
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@@ -1922,6 +1923,13 @@ static struct Damage battle_calc_weapon_attack(
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if(sd && sd->weapontype1 == 0 && sd->weapontype2 == 0)
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if(sd && sd->weapontype1 == 0 && sd->weapontype2 == 0)
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ATK_ADD(10*pc_checkskill(sd, TK_RUN));
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ATK_ADD(10*pc_checkskill(sd, TK_RUN));
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break;
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break;
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+ case GS_MAGICALBULLET:
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+ int matk1=status_get_matk1(src),matk2=status_get_matk2(src);
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+ if(matk1>matk2)
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+ ATK_ADD(matk2+atn_rand()%(matk1-matk2+1));
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+ else
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+ ATK_ADD(matk2);
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+ break;
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}
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}
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}
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}
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//Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
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//Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
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@@ -2677,16 +2685,24 @@ struct Damage battle_calc_magic_attack(
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skillratio -= 10;
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skillratio -= 10;
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break;
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break;
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case NJ_BAKUENRYU:
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case NJ_BAKUENRYU:
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- skillratio += 50 + 150*skill_lv;
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+ //skillratio += 50 + 150*skill_lv;
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+ // Possibly just add to matk?
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+ MATK_ADD(150 + 150*skill_lv);
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break;
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break;
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case NJ_HYOUSYOURAKU:
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case NJ_HYOUSYOURAKU:
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- skillratio += 50*skill_lv;
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+ //skillratio += 50*skill_lv;
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+ // Possibly just add to matk?
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+ MATK_ADD(100 + 50*skill_lv);
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break;
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break;
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case NJ_RAIGEKISAI:
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case NJ_RAIGEKISAI:
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- skillratio += 60 + 40*skill_lv;
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+ //skillratio += 60 + 40*skill_lv;
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+ // Possibly just add to matk?
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+ MATK_ADD(200 + 40*skill_lv);
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break;
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break;
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case NJ_KAMAITACHI:
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case NJ_KAMAITACHI:
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- skillratio += 100*skill_lv;
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+ //skillratio += 100*skill_lv;
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+ // Possibly just add to matk?
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+ MATK_ADD(100 + 100*skill_lv);
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break;
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break;
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}
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}
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