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Open src/map/battle.c and search for:

				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;					}					break;
Change skillratio += -70 + 10*skill_lv; to whichever value you want, remember that this value is in %

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Open src/map/battle.c and search for:

				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;					}					break;
Change skillratio += -70 + 10*skill_lv; to whichever value you want, remember that this value is in %

what is -70 here? and the +10?

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They're the values that define the % of attack that'll be added when this skill is used.

For instance if the player has this skill in level 5 it would add:

-70 + 10*skill_lv-70 + (10*7) = 0% base attack
Plus other additions that depend on statuses... Don't forget that this skill does triple damage, so if your base attack is 152 and your skill lv is 7:
attack = base_attack + (base_attack*70/100)attack = 152 + 152*70/100attack = 258,4

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