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-rw-r--r--src/map/battle.c17
-rw-r--r--src/map/skill.c4
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;