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@@ -1523,10 +1523,9 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int
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#ifdef RENEWAL
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#ifdef RENEWAL
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static int battle_calc_sizefix(int damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
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static int battle_calc_sizefix(int damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
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{
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{
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- if (sd)
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- {
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+ if (sd) {
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//SizeFix only for players
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//SizeFix only for players
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- if (!(sd->special_state.no_sizefix) || flag)
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+ if (!(sd->special_state.no_sizefix) && !flag)
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DAMAGE_RATE(weapon_type==EQI_HAND_L?
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DAMAGE_RATE(weapon_type==EQI_HAND_L?
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sd->left_weapon.atkmods[t_size]:
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sd->left_weapon.atkmods[t_size]:
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sd->right_weapon.atkmods[t_size])
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sd->right_weapon.atkmods[t_size])
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@@ -2064,6 +2063,9 @@ static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct b
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if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
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if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
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hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
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hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
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break;
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break;
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+ case LG_BANISHINGPOINT:
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+ hitrate += 3 * skill_lv;
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+ break;
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case GC_VENOMPRESSURE:
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case GC_VENOMPRESSURE:
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hitrate += 10 + 4 * skill_lv;
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hitrate += 10 + 4 * skill_lv;
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break;
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break;
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@@ -4365,9 +4367,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
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#ifdef RENEWAL
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#ifdef RENEWAL
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if(is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
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if(is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
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if(sd) // check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
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if(sd) // check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
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- wd.damage = (int32)floor((double)wd.damage * 1.4 * ((100 + sd->bonus.crit_atk_rate) / 100));
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+ wd.damage = (int)floor((double)(wd.damage * 1.4 * (100 + sd->bonus.crit_atk_rate)) / 100);
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else
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else
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- wd.damage = (int32)floor((double)wd.damage * 1.4);
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+ wd.damage = (int)floor((double)wd.damage * 1.4);
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}
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}
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#endif
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#endif
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