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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-08 15:07:29 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-08 15:07:29 +0000
commitbc5f5bce06657ed1899f9635d7d4b353a033569e (patch)
treed02e5d2e1476a542b9f6e35aaa2c06157ed59a95 /src/map/battle.c
parent98112951df16e14ac20a683d3b207dec002e9097 (diff)
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- Fixed yet again AS_SPLASHER doing full damage on all characters. Now you can use the NK split damage value in the skill_db if you want damage divided by the amount of targets rather than by 2.
- Fixed crash on the battle_drain functions. - Cleaned up HAMI_CASTLE, HLIF_AVOID, HAMI_DEFENCE so that it's usable by other types of objects other than Homunculus. - Cleaned up the Asura Strike code so that the SP/Spheres/States is not consumed when the skill fails due to Fog of Wall. - When a negative delay for a skill is specified, this delay is now added on top of the character's amotion rather than adelay - Modified main.sql to make the guild table allow NULL on the emblem data. - Added file conf-tmpl/Changelog.txt git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8185 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 14bbd7197..0fed7c26f 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1451,7 +1451,7 @@ static struct Damage battle_calc_weapon_attack(
case AS_SPLASHER:
i = 400+50*skill_lv;
if (sd) i += 20*pc_checkskill(sd,AS_POISONREACT);
- if (wflag) i/=2; //Splash damage is half.
+ if (wflag>1) i/=wflag; //Splash damage is half.
skillratio += i;
flag.cardfix = 0;
break;
@@ -3044,7 +3044,8 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
}
if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
- battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
+ if(tsd && src != target)
+ battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
}
@@ -3088,7 +3089,7 @@ int battle_check_undead(int race,int element)
}
//Returns the upmost level master starting with the given object
-static struct block_list* battle_get_master(struct block_list *src)
+struct block_list* battle_get_master(struct block_list *src)
{
struct block_list *prev; //Used for infinite loop check (master of yourself?)
do {