Fixed a critical issue for all melee attacks, where the damage was reduced twice if a player attacked another player.
Might be related to: bugreport:6991 Thanks to playtester for helping me to test my fix. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17216 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3447,7 +3447,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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ATK_ADD(wd.div_*sd->spiritball*3);
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}
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//Card Fix, sd side
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//Card Fix for player and target
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wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
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if( flag.lh )
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wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
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@ -3458,10 +3458,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
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ATK_ADD(10*sd->status.inventory[index].refine);
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}
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} //if (sd)
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//Card Fix, tsd side
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if(tsd)
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}else if(tsd) // Card Fix for target
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wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, flag.lh, wd.flag);
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if( flag.infdef )
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