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@ze-dom ze-dom commented Oct 24, 2025

To-do

  • Comment changes with references
  • Create UpdatePlugins (after discussion)

Developments

  • Added skill-specific multipliers and bonuses
  • Added Killing Blow 'Weakness' magic effect

Bugfixes

  • Elf skill multiplier
  • RF's Increase Health skill target attribute

There is still quite some work to do to finalize the Rage Fighter skills. They are lacking some particular magic effects and I don't think all of them have the correct number of hits.

Comment on lines +208 to +211
if (skill.Skill!.Number == 265 && !isPvp) // DragonSlasher
{
multiplier *= 3;
}
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result.BaseAttributeValues.Add(this.CreateConstValueAttribute(39, Stats.MaximumHealth));
result.BaseAttributeValues.Add(this.CreateConstValueAttribute(6, Stats.MaximumMana));
result.BaseAttributeValues.Add(this.CreateConstValueAttribute(1, Stats.SkillMultiplier));
result.BaseAttributeValues.Add(this.CreateConstValueAttribute(2, Stats.SkillMultiplier));
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zTeamS6.3

Only TripleShot and MultiShot have a skill multiplier of 1 (multiple arrow skills), which are effected in SkillsInitializer.cs.

result.AttributeCombinations.Add(this.CreateAttributeRelationship(Stats.MinimumPhysBaseDmg, 1.0f / 15, Stats.TotalVitality));
result.AttributeCombinations.Add(this.CreateAttributeRelationship(Stats.MaximumPhysBaseDmg, 1.0f / 12, Stats.TotalVitality));
result.AttributeCombinations.Add(this.CreateAttributeRelationship(Stats.SkillMultiplier, 0.001f, Stats.TotalEnergy));
result.AttributeCombinations.Add(this.CreateAttributeRelationship(Stats.VitalitySkillMultiplier, 0.001f, Stats.TotalVitality));
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@ze-dom ze-dom Oct 24, 2025

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zTeamS6.3
MuMain5.2: Vit ("Melee Damage"), Ene ("Divine Damage")
Screenshot from 2025-10-22 14-30-03

var powerUpDefinition = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitions.Add(powerUpDefinition);
powerUpDefinition.TargetAttribute = Stats.MaximumHealth.GetPersistent(this.GameConfiguration);
powerUpDefinition.TargetAttribute = Stats.TotalVitality.GetPersistent(this.GameConfiguration);
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@ze-dom ze-dom Oct 24, 2025

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zTeamS6.3: ObjUseSkill.cpp, ItemAddOption.h, BuffEffect.cpp
emu: ObjUseSkill.cpp, ObjCalCharacter.cpp
Screenshot from 2025-10-22 14-43-36
The max bonus is 200: MuMain5.2, emu (we need to add cap values 😃 )

decDmgPowerUpDefinition.Boost.ConstantValue.Value = 0.05f;
decDmgPowerUpDefinition.Boost.ConstantValue.AggregateType = AggregateType.AddRaw;
}
} No newline at end of file
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{ Stats.IceResistance, 254f / 255 },
{ Stats.WaterResistance, 150f / 255 },
{ Stats.FireResistance, 150f / 255 },
{ Stats.SkillMultiplier, 2 },
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@ze-dom ze-dom Oct 24, 2025

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zTeamS6.3: ObjAttack.cpp
He has 4 skill attacks, which correspond to skill numbers: 250, 251, 252, 253

// Originally, starting weapon skills for DL (FallingSlash, Lunge, Uppercut, Cyclone) and RF (FallingSlash) have a constant multiplier of 2.
// In OpenMU they might be able to do more damage with such skills, if their Stats.SkillMultiplier increases above 2.
// Since this only applies to early game weapons, this is acceptable.
this.AddAttributeRelationship(SkillNumber.FallingSlash, Stats.SkillFinalMultiplier, 2.0f, Stats.SkillMultiplier, InputOperator.Maximum); // For RF
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@ze-dom ze-dom Oct 24, 2025

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This is needed because RF has a base Stats.SkillMultiplier of 0.5
zTeamS6.3

Comment on lines 611 to 613
this.AddAttributeRelationship(SkillNumber.Explosion223, Stats.SkillFinalDamageBonus, Stats.IsBookEquipped, Stats.ExplosionBonusDmg);
this.AddAttributeRelationship(SkillNumber.Requiem, Stats.SkillFinalDamageBonus, Stats.IsBookEquipped, Stats.RequiemBonusDmg);
this.AddAttributeRelationship(SkillNumber.Pollution, Stats.SkillFinalDamageBonus, Stats.IsBookEquipped, Stats.PollutionBonusDmg);
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Comment on lines +615 to +617
this.AddAttributeRelationship(SkillNumber.PlasmaStorm, Stats.SkillFinalMultiplier, 0.002f, Stats.TotalLevel);
this.AddAttributeRelationship(SkillNumber.PlasmaStorm, Stats.SkillFinalMultiplier, -0.6f, Stats.MaximumHealth, InputOperator.Minimum); // 0.002 * 300(min lvl)
this.AddAttributeRelationship(SkillNumber.PlasmaStorm, Stats.SkillFinalMultiplier, 2.0f, Stats.MaximumHealth, InputOperator.Minimum);
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this.AddAttributeRelationship(SkillNumber.PlasmaStorm, Stats.SkillFinalMultiplier, -0.6f, Stats.MaximumHealth, InputOperator.Minimum); // 0.002 * 300(min lvl)
this.AddAttributeRelationship(SkillNumber.PlasmaStorm, Stats.SkillFinalMultiplier, 2.0f, Stats.MaximumHealth, InputOperator.Minimum);

this.AddAttributeRelationship(SkillNumber.ChaoticDiseier, Stats.SkillFinalMultiplier, 0.8f, Stats.SkillMultiplier);
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@ze-dom ze-dom Oct 24, 2025

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zTeamS6.3 (it's usually energy / 20)

Comment on lines +621 to +631
this.AddAttributeRelationship(SkillNumber.KillingBlow, Stats.SkillFinalMultiplier, 1.0f, Stats.VitalitySkillMultiplier);
this.AddAttributeRelationship(SkillNumber.BeastUppercut, Stats.SkillFinalMultiplier, 1.0f, Stats.VitalitySkillMultiplier);
this.AddAttributeRelationship(SkillNumber.ChainDrive, Stats.SkillFinalMultiplier, 1.0f, Stats.VitalitySkillMultiplier);
this.AddAttributeRelationship(SkillNumber.Charge, Stats.SkillFinalMultiplier, 1.0f, Stats.VitalitySkillMultiplier);
this.AddAttributeRelationship(SkillNumber.PhoenixShot, Stats.SkillFinalMultiplier, 1.0f, Stats.VitalitySkillMultiplier);

this.AddAttributeRelationship(SkillNumber.DarkSide, Stats.SkillFinalMultiplier, 0.5f, Stats.SkillMultiplier, InputOperator.Add);
this.AddAttributeRelationship(SkillNumber.DarkSide, Stats.SkillFinalMultiplier, 1.0f / 800, Stats.TotalAgility);

this.AddAttributeRelationship(SkillNumber.DragonRoar, Stats.SkillFinalMultiplier, 1.0f, Stats.SkillMultiplier);
this.AddAttributeRelationship(SkillNumber.DragonSlasher, Stats.SkillFinalMultiplier, 1.0f, Stats.SkillMultiplier);
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zTeamS6.3: Normal, Master (I have left out the additions to simplify, and emu also doesn't have them).
emu: ObjectAttack.cpp, BuffSkillEffect.xml

For PhoenixShot (270) emu has a higher multiplier. For now I've left it like zTeamS6.3's. These skills still need to be revised for magic effects, number of hits, etc.


this.AddAttributeRelationship(SkillNumber.Explosion223, Stats.SkillFinalDamageBonus, 1.0f, Stats.ExplosionBonusDmg);
this.AddAttributeRelationship(SkillNumber.Requiem, Stats.SkillFinalDamageBonus, 1.0f, Stats.RequiemBonusDmg);
this.AddAttributeRelationship(SkillNumber.Pollution, Stats.SkillFinalDamageBonus, 1.0f, Stats.PollutionBonusDmg);
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