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authorJesusaves <cpntb1@ymail.com>2020-07-29 06:38:18 -0300
committerJesusaves <cpntb1@ymail.com>2020-07-29 06:38:18 -0300
commit0c2be8405c29b8a228306c0da0317cb6d0be9699 (patch)
treed4918b73873569ae8f265e7815d0a2a6b1f1f64a
parentc2e673150488957ed4db79d0d8c41216777cd242 (diff)
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calcdmg() - Force base attack to fluctuate.
Otherwise I don't think it would be fair. Now only weapon damage won't fluctuate, unlike previous behavior.
-rw-r--r--src/emap/script_buildins.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/emap/script_buildins.c b/src/emap/script_buildins.c
index 877fac1..da9ccf2 100644
--- a/src/emap/script_buildins.c
+++ b/src/emap/script_buildins.c
@@ -3178,7 +3178,8 @@ BUILDIN(calcdmg)
damage = sd->battle_status.rhw.atk;
else
damage = rnd()%range + sd->battle_status.rhw.atk;
- script_pushint(st, sd->battle_status.batk+damage);
+ damage = damage + rnd()%sd->battle_status.batk;
+ script_pushint(st, damage);
break;
case BF_MAGIC:
range = sd->battle_status.matk_max-sd->battle_status.matk_min;