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-rw-r--r--src/map/battle.c8
-rw-r--r--src/map/status.c2
2 files changed, 5 insertions, 5 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 9f6300bfb..b399960ab 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1028,7 +1028,7 @@ static struct Damage battle_calc_weapon_attack(
if (tsc->data[SC_SLEEP].timer!=-1 )
cri <<=1;
if(tsc->data[SC_JOINTBEAT].timer != -1 &&
- tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
+ tsc->data[SC_JOINTBEAT].val2 == 5) // Always take crits with Neck broken by Joint Beat [DracoRPG]
flag.cri=1;
}
switch (skill_num)
@@ -1213,12 +1213,12 @@ static struct Damage battle_calc_weapon_attack(
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_WEAPON)
wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
-
+
ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
index = sstatus->str/10;
index = index*index;
ATK_ADD(index); //Add str bonus.
-
+
switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
case 0: //Small: 125%
ATK_RATE(125);
@@ -1234,7 +1234,7 @@ static struct Damage battle_calc_weapon_attack(
case PA_SHIELDCHAIN:
if (sd) {
short index = sd->equip_index[EQI_HAND_L];
-
+
wd.damage = sstatus->batk;
if (index >= 0 &&
diff --git a/src/map/status.c b/src/map/status.c
index 40f18e9af..72a506e8e 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -5251,7 +5251,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
break;
case SC_JOINTBEAT: // Random break [DracoRPG]
- val2 = rand()%6; //Type of break
+ val2 = rand()%6; //Type of break -> [0,5]
if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
break;