diff --git a/src/map/battle.cpp b/src/map/battle.cpp index dc402e973d..f8720dcf74 100644 --- a/src/map/battle.cpp +++ b/src/map/battle.cpp @@ -3641,7 +3641,9 @@ int battle_get_misc_element(struct block_list* src, struct block_list* target, u static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) { if (is_attack_right_handed(&src, skill_id)) { wd.damage = cap_value(wd.damage, min, INT64_MAX); +#ifndef RENEWAL wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX); +#endif } // Left-hand damage is always capped to 0 if (is_attack_left_handed(&src, skill_id)) { @@ -3839,9 +3841,11 @@ static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *s struct status_data *sstatus = status_get_status_data(src); int t_class = status_get_class(target); +#ifndef RENEWAL if (sd) { wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0); } +#endif // Check if mastery damage applies to current skill if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) @@ -7054,10 +7058,12 @@ static struct Damage initialize_weapon_data(struct block_list *src, struct block wd.flag = BF_WEAPON; //Initial Flag wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.isspdamage = false; - wd.damage = wd.damage2 = wd.basedamage = + wd.damage = wd.damage2 = #ifdef RENEWAL wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 = wd.percentAtk = wd.percentAtk2 = +#else + wd.basedamage = #endif 0; diff --git a/src/map/battle.hpp b/src/map/battle.hpp index b9f96776a6..805be5a9db 100644 --- a/src/map/battle.hpp +++ b/src/map/battle.hpp @@ -89,10 +89,11 @@ enum e_bonus_chk_flag : uint8 { struct Damage { #ifdef RENEWAL int64 statusAtk, statusAtk2, weaponAtk, weaponAtk2, equipAtk, equipAtk2, masteryAtk, masteryAtk2, percentAtk, percentAtk2; +#else + int64 basedamage; /// Right hand damage that a normal attack would deal #endif int64 damage, /// Right hand damage - damage2, /// Left hand damage - basedamage; /// Right hand damage that a normal attack would deal + damage2; /// Left hand damage enum e_damage_type type; /// Check clif_damage for type short div_; /// Number of hit int amotion,