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Nov 6th, 2020
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  1. #ifdef MODIFY_SUMMONER_BERSERKER_SKILL_CALC_20100916
  2. float fDivCurseInc; float fCurseIncPercent; float fDivAgility; float fCurseValue;
  3. if ( gObjCheckUsedBuffEffect(lpTargetObj, 150) == 1
  4. || gObjCheckUsedBuffEffect(lpTargetObj, 151) == 1
  5. || gObjCheckUsedBuffEffect(lpTargetObj, 152) == 1 )
  6. {
  7. fDivAgility = (double)((lpTargetObj->AddDexterity + lpTargetObj->Dexterity) / 3);
  8. fCurseValue = (double)gObjGetTotalValueOfEffect(lpTargetObj, 32);
  9. fCurseIncPercent = (40.0 - (fCurseValue + lpObj->m_MPSkillOpt.iMpsIncPercentBerserker1)) / 100.0;
  10. if ( fCurseIncPercent >= 0.1000000014901161 )
  11. fDivCurseInc = fCurseIncPercent;
  12. else
  13. fDivCurseInc = 0.1;
  14. fCurseIncPercent = fDivCurseInc;
  15. targetdefense = (signed int)((double)targetdefense - fDivAgility * fDivCurseInc);
  16. }
  17. #endif // MODIFY_SUMMONER_BERSERKER_SKILL_CALC_20100916
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