public static void Proc(ref Actor sActor, ref Actor dActor, ref Map.SkillArgs args) { if (sActor.type == ActorType.PC) { ActorPC pc = (ActorPC)sActor; if (!SkillHandler.CheckSkillSP(pc, args.skillID)) { SkillHandler.SetSkillFailed(ref args); return; } SkillHandler.GainLP(pc, args.skillID); args.damage = 0; args.isCritical = SkillHandler.CalcCrit(sActor, dActor, args, SkillHandler.AttackType.Magical); if (args.isCritical != Map.SkillArgs.AttackResult.Miss && args.isCritical != Map.SkillArgs.AttackResult.Block) { uint MDamage; uint WindDamage; args.damage = CalcDamage(sActor, dActor, args); MDamage = SkillHandler.MagicalAttack(ref sActor, ref dActor, args.damage, SkillHandler.AttackElements.NEUTRAL, ref args); args.damage = CalcWindDamage(sActor, dActor, args); WindDamage = SkillHandler.MagicalAttack(ref sActor, ref dActor, args.damage, SkillHandler.AttackElements.WIND, ref args); args.damage = MDamage + WindDamage; } } }