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authorHercules.ws <Hercules@efficiently.awesome>2014-08-06 16:08:06 +0200
committerHerculesWSAPI <Hercules@efficiently.awesome>2014-08-06 16:08:06 +0200
commitec28fdbe925a0a6d2ca18d2689ba2ae5a7405597 (patch)
tree711a9a4a1d6791ec96addb84883b07a00bb4ea14 /src/map/battle.c
parent356a83b11ae56778992b27b0c9b358d7d79722cd (diff)
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HPM Hooks Update
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index a83767728..82095b1cd 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1693,15 +1693,15 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
break;
- case GN_DEMONIC_FIRE: {
- int fire_expansion_lv = skill_lv / 100;
- skill_lv = skill_lv % 100;
- skillratio = 110 + 20 * skill_lv;
- if ( fire_expansion_lv == 1 )
- skillratio += status_get_int(src) + (sd?sd->status.job_level:50);
- else if ( fire_expansion_lv == 2 )
- skillratio += status_get_int(src) * 10;
- }
+ case GN_DEMONIC_FIRE: {
+ int fire_expansion_lv = skill_lv / 100;
+ skill_lv = skill_lv % 100;
+ skillratio = 110 + 20 * skill_lv;
+ if ( fire_expansion_lv == 1 )
+ skillratio += status_get_int(src) + (sd?sd->status.job_level:50);
+ else if ( fire_expansion_lv == 2 )
+ skillratio += status_get_int(src) * 10;
+ }
break;
// Magical Elemental Spirits Attack Skills
case EL_FIRE_MANTLE:
@@ -5299,11 +5299,11 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
} else // Some skills like Weaponry Research will cause damage even if attack is dodged
d.dmg_lv = ATK_DEF;
- if(sd && d.damage+d.damage2>1) {
- if(sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd()%10000<sd->bonus.sp_vanish_rate &&
- ( (d.flag&sd->bonus.sp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.sp_vanish_trigger&BF_RANGEMASK)
- || (d.flag&sd->bonus.sp_vanish_trigger&BF_SKILLMASK) ))
- status_percent_damage(&sd->bl,target,0,-sd->bonus.sp_vanish_per,false);
+ if(sd && d.damage+d.damage2>1) {
+ if(sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd()%10000<sd->bonus.sp_vanish_rate &&
+ ( (d.flag&sd->bonus.sp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.sp_vanish_trigger&BF_RANGEMASK)
+ || (d.flag&sd->bonus.sp_vanish_trigger&BF_SKILLMASK) ))
+ status_percent_damage(&sd->bl,target,0,-sd->bonus.sp_vanish_per,false);
}
return d;
}
@@ -5529,8 +5529,8 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldama
}
}
- if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate && !sd->bonus.sp_vanish_trigger)
- status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
+ if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate && !sd->bonus.sp_vanish_trigger)
+ status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
if( sd->sp_gain_race_attack[race] )
tsp += sd->sp_gain_race_attack[race];