diff options
-rw-r--r-- | src/map/battle.c | 17 | ||||
-rw-r--r-- | src/map/skill.c | 4 |
2 files changed, 10 insertions, 11 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 74db9f7c6..aff678365 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -2091,19 +2091,16 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo RE_LVL_DMOD(100); break; case RK_HUNDREDSPEAR: - skillratio += 500 + (80 * skill_lv) + (50 * pc_checkskill(sd,LK_SPIRALPIERCE)); + skillratio += 500 + (80 * skill_lv); if( sd ) { short index = sd->equip_index[EQI_HAND_R]; - if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) - { - short spearwbd = 1000 - sd->inventory_data[index]->weight / 10;// Spear Weight Bonus Damage. - if ( spearwbd < 0 ) - spearwbd = 0;// If weight of weapon is more then 1000, bonus is set to 0 to prevent negative value. [Rytech] - skillratio += spearwbd; - } - } - RE_LVL_DMOD(100); + if( index >= 0 && sd->inventory_data[index] + && sd->inventory_data[index]->type == IT_WEAPON ) + skillratio += max(10000 - sd->inventory_data[index]->weight, 0); + skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE); + } // (1 + [(Caster’s Base Level - 100) / 200]) + skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100; break; case RK_WINDCUTTER: skillratio += 50 * skill_lv; diff --git a/src/map/skill.c b/src/map/skill.c index 2eb778f8c..4ff1dded8 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2387,7 +2387,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - clif_skill_damage((bl->type==BL_PC)?dsrc:src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5); + dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5); + if( dsrc != src ) // avoid damage display redundancy + break; case HT_LANDMINE: dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type); break; |