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author | Jesusaves <cpntb1@ymail.com> | 2020-07-29 06:38:18 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2020-07-29 06:38:18 -0300 |
commit | 0c2be8405c29b8a228306c0da0317cb6d0be9699 (patch) | |
tree | d4918b73873569ae8f265e7815d0a2a6b1f1f64a /src/emap | |
parent | c2e673150488957ed4db79d0d8c41216777cd242 (diff) | |
download | evol-hercules-0c2be8405c29b8a228306c0da0317cb6d0be9699.tar.gz evol-hercules-0c2be8405c29b8a228306c0da0317cb6d0be9699.tar.bz2 evol-hercules-0c2be8405c29b8a228306c0da0317cb6d0be9699.tar.xz evol-hercules-0c2be8405c29b8a228306c0da0317cb6d0be9699.zip |
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.
Diffstat (limited to 'src/emap')
-rw-r--r-- | src/emap/script_buildins.c | 3 |
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; |