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-rw-r--r--src/map/battle.c7
-rw-r--r--src/map/skill.c2
2 files changed, 7 insertions, 2 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index c4a5b29fb..be22f4bc7 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -843,7 +843,12 @@ static struct Damage battle_calc_weapon_attack(
}
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
break;
-
+ case GS_MAGICALBULLET:
+ case HT_PHANTASMIC:
+ //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
+ flag.arrow = 1;
+ wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
+ break;
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
flag.weapon = 0;
diff --git a/src/map/skill.c b/src/map/skill.c
index a5b270329..6e8e0702c 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -6402,7 +6402,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
{ //Take on the base element, not the elemental one.
struct status_data *bstatus = status_get_base_status(src);
val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
- if (sd) sd->state.arrow_atk = 0; //Disable consumption rigth away.
+ if (sd) sd->state.arrow_atk = 0; //Disable consumption right away.
else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
break;
}