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@ze-dom ze-dom commented Dec 23, 2025

🚧 WIP 🚧

This is a follow-up on PR#477 from @bernatvadell . Used it as the basis.

To-do:

  • Add comment references
  • Update plugin

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Summary of Changes

Hello @ze-dom, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request significantly overhauls the game's skill and magic effect system, with a particular focus on enhancing the Summoner class. It introduces a more sophisticated framework for defining and applying magic effects, allowing for separate PvP and PvM mechanics, variable durations based on target level, and chances of application. The changes also include new attributes for fine-tuning skill damage, a new 'asleep' status effect, and comprehensive database updates to support these new features. The aim is to provide greater depth and balance to character abilities and combat encounters.

Highlights

  • Enhanced Magic Effect System: Introduced granular control over magic effects with new properties for chance, PvP-specific durations and power-ups, and target-level dependency for effect duration. This allows for more dynamic and balanced skill interactions.
  • New Summoner Skills: Implemented three new Summoner skills: Sleep, Innovation, and Weakness. These skills now have distinct magic effects with configurable chances, durations, and impact on targets, including specific PvP/PvM variations.
  • Refined Skill Damage Calculation: The damage calculation logic has been updated to incorporate new skill attributes like SkillBaseDamageBonus, SkillFinalDamageBonus, and SkillFinalMultiplier, providing more flexibility in defining skill damage formulas.
  • New Status Effect: IsAsleep: A new IsAsleep attribute has been added, which prevents affected entities from moving or attacking, and is cleared upon taking damage. This introduces a new crowd control mechanic.
  • RF Skill Multiplier Adjustments: Rage Fighter (RF) skill multipliers have been adjusted, and new skill-specific multipliers and bonus damage attributes have been introduced for various skills, including those related to elemental tomes.
  • Database Schema Updates: New database migrations have been added to support the expanded MagicEffectDefinition and PowerUpDefinitionValue properties, ensuring persistence of the new skill and effect configurations.

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Code Review

This pull request introduces new Summoner skills (Sleep, Innovation, Weakness) and includes a significant refactoring of the damage calculation system to enhance flexibility, particularly for PvP versus PvE scenarios. The changes are extensive, affecting data models, game logic, and persistence layers. Overall, the implementation is well-structured. I've identified a few issues, including a potential crash due to division by zero, a typo in an attribute description, and a bug in skill effect scaling logic. Addressing these points will improve the robustness and correctness of the new features.

Comment on lines 792 to 797
if (magicEffectDefinition.DurationDependsOnTargetLevel)
{
finalDuration -= target is Player
? target.Attributes[Stats.Level] / magicEffectDefinition.PlayerTargetLevelDivisor
: target.Attributes[Stats.Level] / magicEffectDefinition.MonsterTargetLevelDivisor;
}

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high

There's a potential DivideByZeroException here if magicEffectDefinition.PlayerTargetLevelDivisor or magicEffectDefinition.MonsterTargetLevelDivisor is set to 0. While the default is 1.0f, it's safer to guard against this case to prevent runtime crashes.

if (magicEffectDefinition.DurationDependsOnTargetLevel)
{
    var divisor = target is Player ? magicEffectDefinition.PlayerTargetLevelDivisor : magicEffectDefinition.MonsterTargetLevelDivisor;
    if (divisor != 0)
    {
        finalDuration -= target.Attributes[Stats.Level] / divisor;
    }
}

decDmgPowerUpDefinition.Boost.MaximumValue = 0.73f; // based on 4k total energy cap -- to-do: check zTeam

var decDmgPerEnergy = this.Context.CreateNew<AttributeRelationship>();
decDmgPerEnergy.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);

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high

The comment on line 110 indicates that the damage decrease scales with energy, but the code uses Stats.Level as the input attribute. This appears to be a copy-paste error and should likely be Stats.TotalEnergy.

decDmgPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);

decDmgPowerUpDefinitionPvp.Boost.MaximumValue = 1f; // -- to-do: check zTeam

var decDmgPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
decDmgPerEnergyPvp.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);

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high

Similar to the PvE implementation, the comment on line 123 suggests scaling with energy, but the code uses Stats.Level. This should probably be Stats.TotalEnergy to align with the intended logic.

decDmgPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);

/// <summary>
/// Gets the explosion skill MST bonus damage, which rises with fire tome strengthener and is added late stage.
/// </summary>
public static AttributeDefinition ExplosionBonusDmg { get; } = new(new Guid("543E01C2-5C61-4473-ACF9-8A63A987A230"), "Explosion Bonus Damage (MST)", "The explosion skill (book of samut) bonus damage, which rises with fire stome strengthener and is added at a late stage.");

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medium

There's a typo in the description. "stome" should be "tome".

public static AttributeDefinition ExplosionBonusDmg { get; } = new(new Guid("543E01C2-5C61-4473-ACF9-8A63A987A230"), "Explosion Bonus Damage (MST)", "The explosion skill (book of samut) bonus damage, which rises with fire tome strengthener and is added at a late stage.");

@ze-dom ze-dom changed the title Sleep, Innovation, and Weakness Summoner Skills Sleep, Innovation, Weakness, and Reflection Summoner Skills Dec 24, 2025
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3 participants