For this revision I implemented the skill index to this effect, which it naturally uses.
I added this function for doing the calculations.
Code:
sint16 Mob::GetMeleeMinDamageMod_SE(int16 skill)
{
int dmg_mod = 0;
dmg_mod = itembonuses.MinDamageModifier[skill] + spellbonuses.MinDamageModifier[skill] +
itembonuses.MinDamageModifier[HIGHEST_SKILL+1] + spellbonuses.MinDamageModifier[HIGHEST_SKILL+1];
if(dmg_mod < -100)
dmg_mod = -100;
return dmg_mod;
}
Replace that line of code with something like this.
Code:
min_damage += min_damage * GetMeleeMinDamageMod_SE(skill) / 100;