require("global"); require("weaponskill"); require("battleutils"); require("hiteffect"); function onSkillPrepare(caster, target, skill) return 0; end; function onSkillStart(caster, target, skill) return 0; end; -- function onSkillFinish(caster, target, skill, action, actionContainer) --calculate ws damage action.amount = skill.basePotency; --DoAction handles rates, buffs, dealing damage action.DoAction(caster, target, skill, action); --additional effect --Restores MP --Comboed formula seems to be (0.40 * damage) + 180 --Uncomboed formula seems to be 0.30 * damage --These may be wrong. It seems like max mp might influence the slope --1.21: Equation used to calculate amount of MP adjusted. --fug --This might mean max MP isn't involved and the difference was between patches. need to recheck videos if action.ActionLanded() and (action.param == HitDirection.Right or action.param == HitDirection.Left) then local mpToReturn = 0; if skill.isCombo then mpToReturn = (0.40 * action.amount) + 180; else mpToReturn = (0.30 * action.amount); end caster.AddMP(mpToReturn); --30452: You recover x MP. actionContainer.AddMPAbsorbAction(caster.actorId, 30452, mpToReturn); end end;