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- // Physical weapons scaling from POW and hitting RES
- // Specific edge case
- if (target != null && weapon != null)
- if (!magic() && weapon.ismagic()) // if not a magical weapon but a physical weapon with magic properties
- {
- int value = 0;
- value = (target.actor.stat(Stat_Labels.Def) + target.actor.terraindef); // add back the total def
- value -= (target.actor.stat(Stat_Labels.Res) + target.actor.terrainres); // subtract res
- skill_dmg += math.Max(value, 0); // add diff to skill damage value
- }
- // Modify routine
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