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Feb 16th, 2020
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  1. function AfterAttack(info) {
  2. var intStandardMPCost = _root.balance.getAbilityCost("MP",1,intPlvl);
  3. var intExpectedPlayerDamage = _root.stat.PlayerMonsterFakeAttack(intCostLevel,0,1).basedamage;
  4. //If aura active, player heals MP = to 15% Melee * DmgDlt / ExpectedDmg / MobEleRes.
  5. if (rpSess.bChaosSlayerClericAura && info.attacker == "player" || info.attacker == "special" || info.attacker == "spell") {
  6. numMonEleResist = Math.max(_root.func.GetMonsterElements()["intArmor"+info.element.toUpperCase()] / 100, 0);
  7. intHeal = _root.func.sround(0.08*0.15*intStandardMPCost*info.realdamage/intExpectedPlayerDamage/numMonEleResist);
  8. _root.func.HealPlayerMP(intHeal,false);
  9. _root.msg.Show("Active, base heal is "+ 0.08*0.15*intStandardMPCost +" MP, healed for "+ intHeal +" MP, actual damage is "+ info.realdamage +", expected damage is "+intExpectedPlayerDamage+"!");
  10. }
  11. }
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