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authorJesusaves <cpntb1@ymail.com>2020-04-30 10:38:36 -0300
committerJesusaves <cpntb1@ymail.com>2020-04-30 10:38:36 -0300
commitd64597d38a52a9e5aa4423080a343bfa22f55e63 (patch)
treeba80d94655548de0736100750aaf30f35a86f221
parent37af2a0bf7ff2a9535bf54696e1f91a4dd1eecd5 (diff)
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TMW2: Monster criticals always hit.
But their damage is now back to "normal".
-rw-r--r--src/emap/battle.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/emap/battle.c b/src/emap/battle.c
index d574919..7ac0a60 100644
--- a/src/emap/battle.c
+++ b/src/emap/battle.c
@@ -91,15 +91,20 @@ struct Damage ebattle_calc_weapon_attack_post(struct Damage retVal,
struct block_list *src,
struct block_list *target,
uint16 skill_id,
- uint16 skill_lv,
+ uint16 skill_lv __attribute__ ((unused)),
int wflag __attribute__ ((unused)))
{
// ML: Crits ignore defense (estimate)
// (regardless of source or target)
if (retVal.type == BDT_CRIT) {
+ // Minimum damage for criticals (per ML rule)
+ if (retVal.damage <= 10)
+ retVal.damage=10;
+ /* This needs fixing
int pnerf;
pnerf=battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, retVal.damage, 0, 0);
retVal.damage+=retVal.damage-pnerf;
+ */
}
if (src == NULL)