Skip to content

Conversation

@ze-dom
Copy link
Contributor

@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

@gemini-code-assist
Copy link

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.

🧠 New Feature in Public Preview: You can now enable Memory to help Gemini Code Assist learn from your team's feedback. This makes future code reviews more consistent and personalized to your project's style. Click here to enable Memory in your admin console.

Using Gemini Code Assist

The full guide for Gemini Code Assist can be found on our documentation page, here are some quick tips.

Invoking Gemini

You can request assistance from Gemini at any point by creating a comment using either /gemini <command> or @gemini-code-assist <command>. Below is a summary of the supported commands on the current page.

Feature Command Description
Code Review /gemini review Performs a code review for the current pull request in its current state.
Pull Request Summary /gemini summary Provides a summary of the current pull request in its current state.
Comment @gemini-code-assist Responds in comments when explicitly tagged, both in pull request comments and review comments.
Help /gemini help Displays a list of available commands.

Customization

To customize Gemini Code Assist for GitHub experience, repository maintainers can create a configuration file and/or provide a custom code review style guide (such as PEP-8 for Python) by creating and adding files to a .gemini/ folder in the base of the repository. Detailed instructions can be found here.

Limitations & Feedback

Gemini Code Assist may make mistakes. Please leave feedback on any instances where its feedback is incorrect or counter productive. You can react with 👍 and 👎 on @gemini-code-assist comments. If you're interested in giving your feedback about your experience with Gemini Code Assist for Github and other Google products, sign up here.

You can also get AI-powered code generation, chat, as well as code reviews directly in the IDE at no cost with the Gemini Code Assist IDE Extension.

Footnotes

  1. Review the Privacy Notices, Generative AI Prohibited Use Policy, Terms of Service, and learn how to configure Gemini Code Assist in GitHub here. Gemini can make mistakes, so double check it and use code with caution.

Copy link

@gemini-code-assist gemini-code-assist bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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;
}

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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);

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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);

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.");

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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
if (defense < 0)
{
defense = 0;
}
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines +791 to +798
if (magicEffectDefinition.DurationDependsOnTargetLevel)
{
var divisor = target is Player ? magicEffectDefinition.PlayerTargetLevelDivisor : magicEffectDefinition.MonsterTargetLevelDivisor;
if (divisor != 0)
{
finalDuration -= target.Attributes[Stats.Level] / divisor;
}
}
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

For Sleep (zTeamS6.3, emu), Weakness (zTeamS6.3, emu) and Innovation (zTeamS6.3, emu) skills.

if (this.Attributes[Stats.IsAsleep] > 0)
{
await this.MagicEffectList.ClearAllEffectsProducingSpecificStatAsync(Stats.IsAsleep).ConfigureAwait(false);
}
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

return hitInfo;
}

attacker.ApplyAmmunitionConsumption(hitInfo);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Ammo consumption comes before miss check (zTeamS6.3, emu) and does not apply to Fenrir skill:
zTeamS6.3, emu.

}

if (skill.SkillType is SkillType.AreaSkillAutomaticHits or SkillType.AreaSkillExplicitTarget
if (skill.SkillType is SkillType.AreaSkillAutomaticHits or SkillType.AreaSkillExplicitTarget or SkillType.Buff
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Innovation and Weakness come in area skill packets

for (int attackRound = 0; attackRound < areaSkillSettings.MaximumNumberOfHitsPerTarget; attackRound++)
{
if (attackCount > maxAttacks)
if (attackCount >= maxAttacks)
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Because attackCount starts as 0

{
break;
}

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think we also need to check here, otherwise you hit every target beyond the areaSkillSettings.MaximumNumberOfHitsPerAttack.

I'm not sure how you interpreted TripleShot, but I think you fire 3 shots and they can hit the same target or spread through several targets, but the hit number is at most always 3. (Actually some higher end weapons have 4 shots, which is one more to-do 😮‍💨 )

{
if (extraTarget?.CheckSkillTargetRestrictions(player, skill) is true
&& player.IsInRange(extraTarget.Position, skill.Range + 2)
&& player.IsInRange(extraTarget.Position, skill.Range)
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Why +2? 🤔

For reference, this is only used for DrainLife (zTeamS6.3, emu) and ChainLightning (zTeamS6.3, emu) skills.

{
return false;
}

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Sometimes the 2nd or 3rd hit would target an already respawned monster that had meanwhile died (wherever in the map). In that case, there would be fewer than 3 hits showing up on client.

definition.PossibleOptions.Add(this.CreateExcellentOption(1, Stats.MoneyAmountRate, 1.4f, AggregateType.Multiplicate, ItemOptionDefinitionNumbers.ExcellentDefense));
definition.PossibleOptions.Add(this.CreateExcellentOption(2, Stats.DefenseRatePvm, 1.1f, AggregateType.Multiplicate, ItemOptionDefinitionNumbers.ExcellentDefense));
definition.PossibleOptions.Add(this.CreateExcellentOption(3, Stats.DamageReflection, 0.04f, AggregateType.AddRaw, ItemOptionDefinitionNumbers.ExcellentDefense));
definition.PossibleOptions.Add(this.CreateExcellentOption(3, Stats.DamageReflection, 0.05f, AggregateType.AddRaw, ItemOptionDefinitionNumbers.ExcellentDefense));
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines +41 to +71
// Chance % = 32 + (Energy / 50) + (Book Rise / 6)
magicEffect.Chance = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Chance.ConstantValue.Value = 0.32f; // 32%

var chancePerEnergy = this.Context.CreateNew<AttributeRelationship>();
chancePerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
chancePerEnergy.InputOperator = InputOperator.Multiply;
chancePerEnergy.InputOperand = 1f / 5000f; // 50 energy adds 1% chance
magicEffect.Chance.RelatedValues.Add(chancePerEnergy);

var chancePerBookRise = this.Context.CreateNew<AttributeRelationship>();
chancePerBookRise.InputAttribute = Stats.BookRise.GetPersistent(this.GameConfiguration);
chancePerBookRise.InputOperator = InputOperator.Multiply;
chancePerBookRise.InputOperand = 1f / 600f; // 6 book rise adds 1% chance
magicEffect.Chance.RelatedValues.Add(chancePerBookRise);

// Chance PvP % = 17 + (Energy / 50) + (Book Rise / 6)
magicEffect.ChancePvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.ChancePvp.ConstantValue.Value = 0.17f; // 17%

var chancePerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
chancePerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
chancePerEnergyPvp.InputOperator = InputOperator.Multiply;
chancePerEnergyPvp.InputOperand = 1f / 5000f; // 50 energy adds 1% chance
magicEffect.ChancePvp.RelatedValues.Add(chancePerEnergyPvp);

var chancePerBookRisePvp = this.Context.CreateNew<AttributeRelationship>();
chancePerBookRisePvp.InputAttribute = Stats.BookRise.GetPersistent(this.GameConfiguration);
chancePerBookRisePvp.InputOperator = InputOperator.Multiply;
chancePerBookRisePvp.InputOperand = 1f / 600f; // 6 book rise adds 1% chance
magicEffect.ChancePvp.RelatedValues.Add(chancePerBookRisePvp);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines 73 to 99
// Duration = 4 + (Energy / 100)
magicEffect.Duration = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Duration.ConstantValue.Value = 4; // 4 Seconds
magicEffect.Duration.MaximumValue = 100; // 100 Seconds

var durationPerEnergy = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergy.InputOperator = InputOperator.Multiply;
durationPerEnergy.InputOperand = 1f / 100f; // 100 energy adds 1s
magicEffect.Duration.RelatedValues.Add(durationPerEnergy);

// Duration PvP = 5 + (Energy / 300) + ((Level - Target's Level) / 150)
magicEffect.DurationPvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.DurationPvp.ConstantValue.Value = 5; // 5 Seconds
magicEffect.DurationPvp.MaximumValue = 20; // 20 Seconds

var durationPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergyPvp.InputOperator = InputOperator.Multiply;
durationPerEnergyPvp.InputOperand = 1f / 300f; // 300 energy adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerEnergyPvp);

var durationPerLevelPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerLevelPvp.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);
durationPerLevelPvp.InputOperator = InputOperator.Multiply;
durationPerLevelPvp.InputOperand = 1f / 150f; // 150 levels adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerLevelPvp);
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values only set on emu.
zTeamS6.3 sets an energy cap at 4000, which means:
Duration PvM = 4 + 40 - targetLevel/20 => change max value to 44?
Duration PvP = 5 + 13.3 + (level - targetLevel)/150 => change max value?

Comment on lines +37 to +39
magicEffect.DurationDependsOnTargetLevel = true;
magicEffect.MonsterTargetLevelDivisor = 20;
magicEffect.PlayerTargetLevelDivisor = 150;
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines 101 to 125
// Defense decrease % (applies last) = 20 + (Energy / 90)
var decDefPowerUpDefinition = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitions.Add(decDefPowerUpDefinition);
decDefPowerUpDefinition.TargetAttribute = Stats.InnovationDefDecrement.GetPersistent(this.GameConfiguration);
decDefPowerUpDefinition.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDefPowerUpDefinition.Boost.ConstantValue.Value = 0.20f; // 20% decrease

var decDefPerEnergy = this.Context.CreateNew<AttributeRelationship>();
decDefPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDefPerEnergy.InputOperator = InputOperator.Multiply;
decDefPerEnergy.InputOperand = 1f / 9000f; // 90 energy further decreases 0.01
decDefPowerUpDefinition.Boost.RelatedValues.Add(decDefPerEnergy);

// Defense decrease PvP % (applies last) = 12 + (Energy / 110)
var decDefPowerUpDefinitionPvp = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitionsPvp.Add(decDefPowerUpDefinitionPvp);
decDefPowerUpDefinitionPvp.TargetAttribute = Stats.InnovationDefDecrement.GetPersistent(this.GameConfiguration);
decDefPowerUpDefinitionPvp.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDefPowerUpDefinitionPvp.Boost.ConstantValue.Value = 0.12f; // 12% decrease

var decDefPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
decDefPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDefPerEnergyPvp.InputOperator = InputOperator.Multiply;
decDefPerEnergyPvp.InputOperand = 1f / 11000f; // 110 energy further decreases 0.01
decDefPowerUpDefinitionPvp.Boost.RelatedValues.Add(decDefPerEnergyPvp);
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values only set on emu.
zTeamS6.3 sets an energy cap at 4000, which means:
Duration PvM = 0.2 + 0.44 => set max value to 0.64?
Duration PvP = 0.12 + 0.36 => set max value to 0.48?

Comment on lines +37 to +39
magicEffect.DurationDependsOnTargetLevel = true;
magicEffect.MonsterTargetLevelDivisor = 20;
magicEffect.PlayerTargetLevelDivisor = 100;
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines +41 to +71
// Chance % = 20 + (Energy / 30) + (Book Rise / 6)
magicEffect.Chance = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Chance.ConstantValue.Value = 0.2f; // 20%

var chancePerEnergy = this.Context.CreateNew<AttributeRelationship>();
chancePerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
chancePerEnergy.InputOperator = InputOperator.Multiply;
chancePerEnergy.InputOperand = 1f / 3000f; // 30 energy adds 1% chance
magicEffect.Chance.RelatedValues.Add(chancePerEnergy);

var chancePerBookRise = this.Context.CreateNew<AttributeRelationship>();
chancePerBookRise.InputAttribute = Stats.BookRise.GetPersistent(this.GameConfiguration);
chancePerBookRise.InputOperator = InputOperator.Multiply;
chancePerBookRise.InputOperand = 1f / 600f; // 6 book rise adds 1% chance
magicEffect.Chance.RelatedValues.Add(chancePerBookRise);

// Chance PvP % = 15 + (Energy / 37) + (Book Rise / 6)
magicEffect.ChancePvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.ChancePvp.ConstantValue.Value = 0.15f; // 15%

var chancePerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
chancePerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
chancePerEnergyPvp.InputOperator = InputOperator.Multiply;
chancePerEnergyPvp.InputOperand = 1f / 3700f; // 37 energy adds 1% chance
magicEffect.ChancePvp.RelatedValues.Add(chancePerEnergyPvp);

var chancePerBookRisePvp = this.Context.CreateNew<AttributeRelationship>();
chancePerBookRisePvp.InputAttribute = Stats.BookRise.GetPersistent(this.GameConfiguration);
chancePerBookRisePvp.InputOperator = InputOperator.Multiply;
chancePerBookRisePvp.InputOperand = 1f / 600f; // 6 book rise adds 1% chance
magicEffect.ChancePvp.RelatedValues.Add(chancePerBookRisePvp);
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines +73 to +99
// Duration = 5 + (Energy / 100)
magicEffect.Duration = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Duration.ConstantValue.Value = 5; // 5 Seconds
magicEffect.Duration.MaximumValue = 20; // 20 Seconds

var durationPerEnergy = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergy.InputOperator = InputOperator.Multiply;
durationPerEnergy.InputOperand = 1f / 100f; // 100 energy adds 1s
magicEffect.Duration.RelatedValues.Add(durationPerEnergy);

// Duration = 4 + (Energy / 250) + ((Level - Target's Level) / 100)
magicEffect.DurationPvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.DurationPvp.ConstantValue.Value = 4; // 4 Seconds
magicEffect.DurationPvp.MaximumValue = 10; // 10 Seconds

var durationPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergyPvp.InputOperator = InputOperator.Multiply;
durationPerEnergyPvp.InputOperand = 1f / 250f; // 250 energy adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerEnergyPvp);

var durationPerLevelPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerLevelPvp.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);
durationPerLevelPvp.InputOperator = InputOperator.Multiply;
durationPerLevelPvp.InputOperand = 1f / 100f; // 100 levels adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerLevelPvp);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values only set on emu.

Comment on lines +37 to +39
magicEffect.DurationDependsOnTargetLevel = true;
magicEffect.MonsterTargetLevelDivisor = 20;
magicEffect.PlayerTargetLevelDivisor = 150;
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines +41 to +71
// Chance % = 32 + (Energy / 50) + (Book Rise / 6)
magicEffect.Chance = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Chance.ConstantValue.Value = 0.32f; // 32%

var chancePerEnergy = this.Context.CreateNew<AttributeRelationship>();
chancePerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
chancePerEnergy.InputOperator = InputOperator.Multiply;
chancePerEnergy.InputOperand = 1f / 5000f; // 50 energy adds 1% chance
magicEffect.Chance.RelatedValues.Add(chancePerEnergy);

var chancePerBookRise = this.Context.CreateNew<AttributeRelationship>();
chancePerBookRise.InputAttribute = Stats.BookRise.GetPersistent(this.GameConfiguration);
chancePerBookRise.InputOperator = InputOperator.Multiply;
chancePerBookRise.InputOperand = 1f / 600f; // 6 book rise adds 1% chance
magicEffect.Chance.RelatedValues.Add(chancePerBookRise);

// Chance % = 17 + (Energy / 50) + (Book Rise / 6)
magicEffect.ChancePvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.ChancePvp.ConstantValue.Value = 0.17f; // 17%

var chancePerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
chancePerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
chancePerEnergyPvp.InputOperator = InputOperator.Multiply;
chancePerEnergyPvp.InputOperand = 1f / 5000f; // 50 energy adds 1% chance
magicEffect.ChancePvp.RelatedValues.Add(chancePerEnergyPvp);

var chancePerBookRisePvp = this.Context.CreateNew<AttributeRelationship>();
chancePerBookRisePvp.InputAttribute = Stats.BookRise.GetPersistent(this.GameConfiguration);
chancePerBookRisePvp.InputOperator = InputOperator.Multiply;
chancePerBookRisePvp.InputOperand = 1f / 600f; // 6 book rise adds 1% chance
magicEffect.ChancePvp.RelatedValues.Add(chancePerBookRisePvp);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines 73 to 99
// Duration = 4 + (Energy / 100)
magicEffect.Duration = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Duration.ConstantValue.Value = 4; // 4 Seconds
magicEffect.Duration.MaximumValue = 100; // 100 Seconds

var durationPerEnergy = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergy.InputOperator = InputOperator.Multiply;
durationPerEnergy.InputOperand = 1f / 100f; // 100 energy adds 1s
magicEffect.Duration.RelatedValues.Add(durationPerEnergy);

// Duration = 5 + (Energy / 300) + ((Level - Target's Level) / 150)
magicEffect.DurationPvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.DurationPvp.ConstantValue.Value = 5; // 5 Seconds
magicEffect.DurationPvp.MaximumValue = 20; // 20 Seconds

var durationPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergyPvp.InputOperator = InputOperator.Multiply;
durationPerEnergyPvp.InputOperand = 1f / 300f; // 300 energy adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerEnergyPvp);

var durationPerLevelPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerLevelPvp.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);
durationPerLevelPvp.InputOperator = InputOperator.Multiply;
durationPerLevelPvp.InputOperand = 1f / 150f; // 150 levels adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerLevelPvp);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values only set on emu.
Both zTeamS6.3 and emu (only PvM) set an energy cap at 4000, which means:
Duration PvM = 4 + 40 - targetLevel/20 => change max value to 44?
Duration PvP = 5 + 13.3 + (level - targetLevel)/150 => change max value?

Comment on lines 102 to 127
var decDmgPowerUpDefinition = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitions.Add(decDmgPowerUpDefinition);
decDmgPowerUpDefinition.TargetAttribute = Stats.WeaknessPhysDmgDecrement.GetPersistent(this.GameConfiguration);
decDmgPowerUpDefinition.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDmgPowerUpDefinition.Boost.ConstantValue.Value = 0.04f; // 4% decrease
decDmgPowerUpDefinition.Boost.MaximumValue = 0.73f; // based on 4k total energy cap -- to-do: check zTeam

var decDmgPerEnergy = this.Context.CreateNew<AttributeRelationship>();
decDmgPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDmgPerEnergy.InputOperator = InputOperator.Multiply;
decDmgPerEnergy.InputOperand = 1f / 5800f; // 58 energy further decreases 0.01
decDmgPowerUpDefinition.Boost.RelatedValues.Add(decDmgPerEnergy);

// Phys damage decrease PvP % = 3 + (Energy / 93)
var decDmgPowerUpDefinitionPvp = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitionsPvp.Add(decDmgPowerUpDefinitionPvp);
decDmgPowerUpDefinitionPvp.TargetAttribute = Stats.WeaknessPhysDmgDecrement.GetPersistent(this.GameConfiguration);
decDmgPowerUpDefinitionPvp.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDmgPowerUpDefinitionPvp.Boost.ConstantValue.Value = 0.03f; // 3% decrease
decDmgPowerUpDefinitionPvp.Boost.MaximumValue = 1f; // -- to-do: check zTeam

var decDmgPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
decDmgPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDmgPerEnergyPvp.InputOperator = InputOperator.Multiply;
decDmgPerEnergyPvp.InputOperand = 1f / 9300f; // 93 energy further decreases 0.01
decDmgPowerUpDefinitionPvp.Boost.RelatedValues.Add(decDmgPerEnergyPvp);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values set on emu and zTeamS6.3 (only PvP).
Both zTeamS6.3 and emu (only PvM) set an energy cap at 4000, which means:
Decrease PvM = 0.04 + 0.69 => set max value to 0.73?
Decrease PvP = 0.03 + 0.43 => set max value to 0.46?

// Chance to apply the effect
magicEffect.Chance = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Chance.ConstantValue.Value = 0.1f; // 10%

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines +38 to +47
// Duration = 30 + (Energy / 24)
magicEffect.Duration = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Duration.ConstantValue.Value = 30; // 30 Seconds
magicEffect.Duration.MaximumValue = 180;

var durationPerEnergy = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergy.InputOperator = InputOperator.Multiply;
durationPerEnergy.InputOperand = 1f / 24; // 24 energy adds 1s
magicEffect.Duration.RelatedValues.Add(durationPerEnergy);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Comment on lines +49 to +61
// Reflection % = 30 + (Energy / 42)
var incReflectPowerUpDefinition = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitions.Add(incReflectPowerUpDefinition);
incReflectPowerUpDefinition.TargetAttribute = Stats.DamageReflection.GetPersistent(this.GameConfiguration);
incReflectPowerUpDefinition.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
incReflectPowerUpDefinition.Boost.ConstantValue.Value = 0.3f; // 30% increase
incReflectPowerUpDefinition.Boost.MaximumValue = 0.6f;

var incReflectPerEnergy = this.Context.CreateNew<AttributeRelationship>();
incReflectPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
incReflectPerEnergy.InputOperator = InputOperator.Multiply;
incReflectPerEnergy.InputOperand = 1f / 4200f; // 42 energy further increases 0.01
incReflectPowerUpDefinition.Boost.RelatedValues.Add(incReflectPerEnergy);
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjUseSkill.cpp, SkillAdditionInfo.cpp (no data)
emu: ObjUseSkill.cpp, BuffSkillEffect.xml

Maximum value only set on emu.

this.CreateSkill(SkillNumber.Weakness, "Weakness", CharacterClasses.AllSummoners, distance: 6, abilityConsumption: 15, manaConsumption: 50, energyRequirement: 663, skillType: SkillType.Buff);
this.AddAreaSkillSettings(SkillNumber.Weakness, false, 0, 0, 0, maximumHitsPerAttack: 5, useTargetAreaFilter: true, targetAreaDiameter: 10);
this.CreateSkill(SkillNumber.Innovation, "Innovation", CharacterClasses.AllSummoners, distance: 6, abilityConsumption: 15, manaConsumption: 70, energyRequirement: 912, skillType: SkillType.Buff);
this.AddAreaSkillSettings(SkillNumber.Innovation, false, 0, 0, 0, maximumHitsPerAttack: 5, useTargetAreaFilter: true, targetAreaDiameter: 10);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

this.CreateSkill(SkillNumber.Innovation, "Innovation", CharacterClasses.AllSummoners, distance: 6, abilityConsumption: 15, manaConsumption: 70, energyRequirement: 912);
this.CreateSkill(SkillNumber.Sleep, "Sleep", CharacterClasses.AllSummoners, distance: 6, abilityConsumption: 3, manaConsumption: 20, energyRequirement: 180, skillType: SkillType.Buff);
this.CreateSkill(SkillNumber.Weakness, "Weakness", CharacterClasses.AllSummoners, distance: 6, abilityConsumption: 15, manaConsumption: 50, energyRequirement: 663, skillType: SkillType.Buff);
this.AddAreaSkillSettings(SkillNumber.Weakness, false, 0, 0, 0, maximumHitsPerAttack: 5, useTargetAreaFilter: true, targetAreaDiameter: 10);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

default:
// no change needed
break;
}
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It's a switch-case because there will be another case for a RF skill in future PR 😉

Comment on lines +73 to +99
// Duration = 4 + (Energy / 100)
magicEffect.Duration = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Duration.ConstantValue.Value = 4; // 4 Seconds
magicEffect.Duration.MaximumValue = 44; // 44 Seconds (based on 4k total energy cap)

var durationPerEnergy = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergy.InputOperator = InputOperator.Multiply;
durationPerEnergy.InputOperand = 1f / 100f; // 100 energy adds 1s
magicEffect.Duration.RelatedValues.Add(durationPerEnergy);

// Duration PvP = 5 + (Energy / 300) + ((Level - Target's Level) / 150)
magicEffect.DurationPvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.DurationPvp.ConstantValue.Value = 5; // 5 Seconds
magicEffect.DurationPvp.MaximumValue = 18; // 18 Seconds (based on 4k total energy cap)

var durationPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergyPvp.InputOperator = InputOperator.Multiply;
durationPerEnergyPvp.InputOperand = 1f / 300f; // 300 energy adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerEnergyPvp);

var durationPerLevelPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerLevelPvp.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);
durationPerLevelPvp.InputOperator = InputOperator.Multiply;
durationPerLevelPvp.InputOperand = 1f / 150f; // 150 levels adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerLevelPvp);
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values only set on emu.
zTeamS6.3 sets an energy cap at 4000, which means:
Duration PvM = 4 + 40 - targetLevel/20 => max value = 44
Duration PvP = 5 + 13.3 + (level - targetLevel)/150 => max value = 18

Comment on lines +101 to +127
// Defense decrease % (applies last) = 20 + (Energy / 90)
var decDefPowerUpDefinition = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitions.Add(decDefPowerUpDefinition);
decDefPowerUpDefinition.TargetAttribute = Stats.InnovationDefDecrement.GetPersistent(this.GameConfiguration);
decDefPowerUpDefinition.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDefPowerUpDefinition.Boost.ConstantValue.Value = 0.20f; // 20% decrease
decDefPowerUpDefinition.Boost.MaximumValue = 0.64f; // 64% decrease (based on 4k total energy cap)

var decDefPerEnergy = this.Context.CreateNew<AttributeRelationship>();
decDefPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDefPerEnergy.InputOperator = InputOperator.Multiply;
decDefPerEnergy.InputOperand = 1f / 9000f; // 90 energy further decreases 0.01
decDefPowerUpDefinition.Boost.RelatedValues.Add(decDefPerEnergy);

// Defense decrease PvP % (applies last) = 12 + (Energy / 110)
var decDefPowerUpDefinitionPvp = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitionsPvp.Add(decDefPowerUpDefinitionPvp);
decDefPowerUpDefinitionPvp.TargetAttribute = Stats.InnovationDefDecrement.GetPersistent(this.GameConfiguration);
decDefPowerUpDefinitionPvp.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDefPowerUpDefinitionPvp.Boost.ConstantValue.Value = 0.12f; // 12% decrease
decDefPowerUpDefinitionPvp.Boost.MaximumValue = 0.48f; // 48% decrease (based on 4k total energy cap)

var decDefPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
decDefPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDefPerEnergyPvp.InputOperator = InputOperator.Multiply;
decDefPerEnergyPvp.InputOperand = 1f / 11000f; // 110 energy further decreases 0.01
decDefPowerUpDefinitionPvp.Boost.RelatedValues.Add(decDefPerEnergyPvp);
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values only set on emu.
zTeamS6.3 sets an energy cap at 4000, which means:
Duration PvM = 0.2 + 0.44 => max value = 0.64
Duration PvP = 0.12 + 0.36 => max value = 0.48

Comment on lines +73 to +99
// Duration = 4 + (Energy / 100)
magicEffect.Duration = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.Duration.ConstantValue.Value = 4; // 4 Seconds
magicEffect.Duration.MaximumValue = 44; // 44 Seconds (based on 4k total energy cap)

var durationPerEnergy = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergy.InputOperator = InputOperator.Multiply;
durationPerEnergy.InputOperand = 1f / 100f; // 100 energy adds 1s
magicEffect.Duration.RelatedValues.Add(durationPerEnergy);

// Duration = 5 + (Energy / 300) + ((Level - Target's Level) / 150)
magicEffect.DurationPvp = this.Context.CreateNew<PowerUpDefinitionValue>();
magicEffect.DurationPvp.ConstantValue.Value = 5; // 5 Seconds
magicEffect.DurationPvp.MaximumValue = 18; // 18 Seconds (based on 4k total energy cap)

var durationPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
durationPerEnergyPvp.InputOperator = InputOperator.Multiply;
durationPerEnergyPvp.InputOperand = 1f / 300f; // 300 energy adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerEnergyPvp);

var durationPerLevelPvp = this.Context.CreateNew<AttributeRelationship>();
durationPerLevelPvp.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);
durationPerLevelPvp.InputOperator = InputOperator.Multiply;
durationPerLevelPvp.InputOperand = 1f / 150f; // 150 levels adds 1s
magicEffect.DurationPvp.RelatedValues.Add(durationPerLevelPvp);
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values only set on emu.
Both zTeamS6.3 and emu (only PvM) set an energy cap at 4000, which means:
Duration PvM = 4 + 40 - targetLevel/20 => max value = 44
Duration PvP = 5 + 13.3 + (level - targetLevel)/150 => max value = 18

Comment on lines +102 to +127
var decDmgPowerUpDefinition = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitions.Add(decDmgPowerUpDefinition);
decDmgPowerUpDefinition.TargetAttribute = Stats.WeaknessPhysDmgDecrement.GetPersistent(this.GameConfiguration);
decDmgPowerUpDefinition.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDmgPowerUpDefinition.Boost.ConstantValue.Value = 0.04f; // 4% decrease
decDmgPowerUpDefinition.Boost.MaximumValue = 0.73f; // 73% decrease (based on 4k total energy cap)

var decDmgPerEnergy = this.Context.CreateNew<AttributeRelationship>();
decDmgPerEnergy.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDmgPerEnergy.InputOperator = InputOperator.Multiply;
decDmgPerEnergy.InputOperand = 1f / 5800f; // 58 energy further decreases 0.01
decDmgPowerUpDefinition.Boost.RelatedValues.Add(decDmgPerEnergy);

// Phys damage decrease PvP % = 3 + (Energy / 93)
var decDmgPowerUpDefinitionPvp = this.Context.CreateNew<PowerUpDefinition>();
magicEffect.PowerUpDefinitionsPvp.Add(decDmgPowerUpDefinitionPvp);
decDmgPowerUpDefinitionPvp.TargetAttribute = Stats.WeaknessPhysDmgDecrement.GetPersistent(this.GameConfiguration);
decDmgPowerUpDefinitionPvp.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
decDmgPowerUpDefinitionPvp.Boost.ConstantValue.Value = 0.03f; // 3% decrease
decDmgPowerUpDefinitionPvp.Boost.MaximumValue = 0.46f; // 46% decrease (based on 4k total energy cap)

var decDmgPerEnergyPvp = this.Context.CreateNew<AttributeRelationship>();
decDmgPerEnergyPvp.InputAttribute = Stats.TotalEnergy.GetPersistent(this.GameConfiguration);
decDmgPerEnergyPvp.InputOperator = InputOperator.Multiply;
decDmgPerEnergyPvp.InputOperand = 1f / 9300f; // 93 energy further decreases 0.01
decDmgPowerUpDefinitionPvp.Boost.RelatedValues.Add(decDmgPerEnergyPvp);
Copy link
Contributor Author

@ze-dom ze-dom Dec 29, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

zTeamS6.3: ObjAttack.cpp, SkillAdditionInfo.cpp
emu: ObjAttack.cpp, BuffSkillEffect.xml

Maximum values set on emu and zTeamS6.3 (only PvP).
Both zTeamS6.3 and emu (only PvM) set an energy cap at 4000, which means:
Decrease PvM = 0.04 + 0.69 => max value = 0.73
Decrease PvP = 0.03 + 0.43 => max value = 0.46

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants