Reduce Damage Flying Side Kick

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rAthena
From Battle.c

case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus if (flag) { skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?) if( sc && sc->data[SC_STRUP] ) // Spurt bonus skillratio *= 2; }
what part i need to edit to reduce the dmg?

 
From Battle.c

case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus if (flag) { skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?) if( sc && sc->data[SC_STRUP] ) // Spurt bonus skillratio *= 2; }
what part i need to edit to reduce the dmg?
              case TK_JUMPKICK:

skillratio += -70 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 2;

}

 

reduce all the skillratio and recompile

 
From Battle.c

case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus if (flag) { skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?) if( sc && sc->data[SC_STRUP] ) // Spurt bonus skillratio *= 2; }
what part i need to edit to reduce the dmg?
              case TK_JUMPKICK:

skillratio += -70 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 2;

}

 

reduce all the skillratio and recompile
case TK_JUMPKICK:

skillratio += -30 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 5 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 5 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 1;

 

like this?

 
From Battle.c

case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus if (flag) { skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?) if( sc && sc->data[SC_STRUP] ) // Spurt bonus skillratio *= 2; }
what part i need to edit to reduce the dmg?
              case TK_JUMPKICK:

skillratio += -70 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 2;

}

 

reduce all the skillratio and recompile
case TK_JUMPKICK:

skillratio += -30 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 5 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 5 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 1;

 

like this?
yeah, and recompile your server after editing the source

 
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