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-rw-r--r--src/map/battle.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index beca8752d..9f6300bfb 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -275,6 +275,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
}
if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
+ skill_num != WS_CARTTERMINATION && // FIXME(?): Quick and dirty check, but HSCR really bypasses Guard [DracoRPG]
rand()%100 < sc->data[SC_AUTOGUARD].val2) {
int delay;
clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
@@ -2796,7 +2797,7 @@ int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int
BL_CAST(BL_PC, bl, sd);
sc = status_get_sc(bl);
- if(flag&BF_WEAPON) {
+ if(flag&BF_WEAPON && skill != WS_CARTTERMINATION) { // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
//Bounces back part of the damage.
if (flag & BF_SHORT) {
if (sd && sd->short_weapon_damage_return)