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authorPhilipp Sehmisch <tmw@crushnet.org>2007-04-11 08:37:02 +0000
committerPhilipp Sehmisch <tmw@crushnet.org>2007-04-11 08:37:02 +0000
commiteebe2201616e5c3ab55900f0e70d913c7d585c34 (patch)
treef61e8de5132cb3f887105f8311f3a76a637a77f9 /src/game-server
parentbdff5b4619b0163b14e12bd24266d2d6ed9a0760 (diff)
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Using effective attributes instead of base attributes for damage calculation.
Diffstat (limited to 'src/game-server')
-rw-r--r--src/game-server/being.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game-server/being.cpp b/src/game-server/being.cpp
index bbaa73aa..82457524 100644
--- a/src/game-server/being.cpp
+++ b/src/game-server/being.cpp
@@ -52,13 +52,13 @@ void Being::damage(Damage damage)
{
case DAMAGETYPE_PHYSICAL:
HPloss -= getAttribute(DERIVED_ATTR_PHYSICAL_DEFENCE) / damage.piercing;
- HPloss -= getAttribute(BASE_ATTR_VITALITY);
+ HPloss -= getAttribute(ATTR_EFF_VITALITY);
break;
case DAMAGETYPE_MAGICAL:
- HPloss /= getAttribute(BASE_ATTR_WILLPOWER) + 1;
+ HPloss /= getAttribute(ATTR_EFF_WILLPOWER) + 1;
break;
case DAMAGETYPE_HAZARD:
- HPloss /= getAttribute(BASE_ATTR_VITALITY) + 1;
+ HPloss /= getAttribute(ATTR_EFF_VITALITY) + 1;
break;
case DAMAGETYPE_OTHER:
// nothing to do here