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-rw-r--r--src/map/battle.c12
1 files changed, 7 insertions, 5 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index a1f0e2a90..34ff61ad2 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -314,7 +314,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
rand()%100 < sc->data[SC_KAUPE].val2 &&
(src->type == BL_PC || !skill_num))
{ //Kaupe only blocks all skills of players.
- clif_skill_nodamage(bl,bl,SL_KAUPE,1,1);
+ clif_specialeffect(bl, 462, AREA);
if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
status_change_end(bl, SC_KAUPE, -1);
return 0;
@@ -322,7 +322,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(sc->data[SC_UTSUSEMI].timer != -1 && !skill_num)
{
- clif_skill_nodamage(bl,bl,NJ_UTSUSEMI,1,1);
+ clif_specialeffect(bl, 462, AREA);
skill_blown (src, bl, sc->data[SC_UTSUSEMI].val3);
if (--sc->data[SC_UTSUSEMI].val2 <= 0)
status_change_end(bl, SC_UTSUSEMI, -1);
@@ -331,7 +331,6 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(sc->data[SC_BUNSINJYUTSU].timer != -1 && (flag&(BF_WEAPON|BF_MISC)) )
{
- clif_skill_nodamage(bl,bl,NJ_BUNSINJYUTSU,1,1);
if (--sc->data[SC_BUNSINJYUTSU].val2 <= 0)
status_change_end(bl, SC_BUNSINJYUTSU, -1);
return 0;
@@ -2347,8 +2346,8 @@ struct Damage battle_calc_magic_attack(
case NJ_KOUENKA:
skillratio -= 10;
break;
- case NJ_HUUJIN:
- skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
+ case NJ_KAENSIN:
+ skillratio -= 40; // extrapolation from a vid (seems correct +/- 10%)
break;
case NJ_BAKUENRYU:
skillratio += 50*(skill_lv-1); // recorrected after calculation from vids
@@ -2361,6 +2360,9 @@ struct Damage battle_calc_magic_attack(
case NJ_HYOUSYOURAKU:
skillratio += 50*skill_lv; // recorrected after calculation from vids
break;
+ case NJ_HUUJIN:
+ skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
+ break;
case NJ_RAIGEKISAI:
skillratio += 60 + 40*skill_lv; // idem
break;