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-min = if calculated damage will be lower than this value, it will be automatically raised to this value
-max = if calculated damage will be higher than this value, it will be automatically lowered to this value
Rest used for this operation:
Code:
min = (int32_t)((player->getLevel() / minl + player->getMagicLevel() * minm) * 1. * mina + minb);
max = (int32_t)((player->getLevel() / maxl + player->getMagicLevel() * maxm) * 1. * maxa + maxb);