diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/map/battle.c | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index ad151ac6c..6573ca703 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -4236,12 +4236,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list //Initial Values wd.type=0; //Normal attack - wd.div_=skill_id?skill->get_num(skill_id,skill_lv):1; + wd.div_ = skill_id ? skill->get_num(skill_id,skill_lv) : 1; wd.amotion=(skill_id && skill->get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. if(skill_id == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=tstatus->dmotion; - wd.blewcount=skill->get_blewcount(skill_id,skill_lv); + wd.blewcount = skill_id ? skill->get_blewcount(skill_id,skill_lv) : 0; wd.flag = BF_WEAPON; //Initial Flag wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later @@ -4372,9 +4372,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list return wd; } - s_ele = s_ele_ = skill->get_ele(skill_id, skill_lv); - if( !skill_id || s_ele == -1 ) - { //Take weapon's element + s_ele = s_ele_ = skill_id ? skill->get_ele(skill_id, skill_lv) : -1; + if (s_ele == -1) { + //Take weapon's element s_ele = sstatus->rhw.ele; s_ele_ = sstatus->lhw.ele; if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) { @@ -4385,13 +4385,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list s_ele = sd->bonus.arrow_ele; if( battle_config.attack_attr_none&src->type ) n_ele = true; //Weapon's element is "not elemental" - } - else if( s_ele == -2 ) //Use enchantment's element + } else if (s_ele == -2) { + //Use enchantment's element s_ele = s_ele_ = status_get_attack_sc_element(src,sc); - else if( s_ele == -3 ) //Use random element + } else if (s_ele == -3) { + //Use random element s_ele = s_ele_ = rnd()%ELE_MAX; - switch( skill_id ) - { + } + switch (skill_id) { case GS_GROUNDDRIFT: s_ele = s_ele_ = wflag; //element comes in flag. break; |