Fixed Magic vs. Plant Damage (#8323)
- Fixed magic damage on plants always being 0 - Follow-up to 2963e52
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@ -7716,8 +7716,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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nullpo_info(NLP_MARK);
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return ad;
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}
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//Initial Values
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ad.damage = 0;
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// Initial Values
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// Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later
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ad.damage = 1;
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ad.div_ = skill_get_num(skill_id,skill_lv);
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ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
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ad.dmotion = tstatus->dmotion;
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@ -7798,9 +7799,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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if (!flag.infdef) { //No need to do the math for plants
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unsigned int skillratio = 100; //Skill dmg modifiers.
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#ifdef RENEWAL
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ad.damage = 0; //reinitialize..
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#endif
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//Damage was set to 1 to simulate plant damage; if not plant, need to reinitialize damage with 0
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ad.damage = 0;
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//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
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#define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
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//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
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