|
@@ -1932,7 +1932,7 @@ static struct Damage battle_calc_pet_weapon_attack(
|
|
|
if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 )
|
|
|
cri <<=1;
|
|
|
|
|
|
- if(skill_num == 0 && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri)
|
|
|
+ if(skill_num == 0 && battle_config.enemy_critical && (rand() % 1000) < cri)
|
|
|
{
|
|
|
damage += atkmax;
|
|
|
type = 0x0a;
|
|
@@ -2250,7 +2250,7 @@ static struct Damage battle_calc_pet_weapon_attack(
|
|
|
|
|
|
// 完全回避の判定
|
|
|
if(battle_config.enemy_perfect_flee) {
|
|
|
- if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
|
|
|
+ if(skill_num == 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
|
|
|
damage=0;
|
|
|
type=0x0b;
|
|
|
dmg_lv = ATK_LUCKY;
|
|
@@ -2782,14 +2782,14 @@ static struct Damage battle_calc_mob_weapon_attack(
|
|
|
}
|
|
|
|
|
|
// 完全回避の判定
|
|
|
- if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && rand()%1000 < battle_get_flee2(target) ){
|
|
|
+ if(skill_num == 0 && tsd!=NULL && rand()%1000 < battle_get_flee2(target) ){
|
|
|
damage=0;
|
|
|
type=0x0b;
|
|
|
dmg_lv = ATK_LUCKY;
|
|
|
}
|
|
|
|
|
|
if(battle_config.enemy_perfect_flee) {
|
|
|
- if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
|
|
|
+ if(skill_num == 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
|
|
|
damage=0;
|
|
|
type=0x0b;
|
|
|
dmg_lv = ATK_LUCKY;
|
|
@@ -2984,11 +2984,11 @@ static struct Damage battle_calc_pc_weapon_attack(
|
|
|
|
|
|
//三段掌
|
|
|
//if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16 && !sd->state.arrow_atk) {
|
|
|
- if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) { // triple blow works with bows ^^ [celest]
|
|
|
+ if(skill_num == 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) { // triple blow works with bows ^^ [celest]
|
|
|
da = (rand()%100 < (30 - skill)) ? 2:0;
|
|
|
}
|
|
|
|
|
|
- if(sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0)
|
|
|
+ if(sd->double_rate > 0 && da == 0 && skill_num == 0)
|
|
|
da = (rand()%100 < sd->double_rate) ? 1:0;
|
|
|
|
|
|
// 過剰精錬ボーナス
|
|
@@ -3915,7 +3915,7 @@ static struct Damage battle_calc_pc_weapon_attack(
|
|
|
}
|
|
|
|
|
|
// 完全回避の判定
|
|
|
- if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ){
|
|
|
+ if(skill_num == 0 && tsd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ){
|
|
|
damage=damage2=0;
|
|
|
type=0x0b;
|
|
|
dmg_lv = ATK_LUCKY;
|
|
@@ -3923,7 +3923,7 @@ static struct Damage battle_calc_pc_weapon_attack(
|
|
|
|
|
|
// 対象が完全回避をする設定がONなら
|
|
|
if(battle_config.enemy_perfect_flee) {
|
|
|
- if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ) {
|
|
|
+ if(skill_num == 0 && tmd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ) {
|
|
|
damage=damage2=0;
|
|
|
type=0x0b;
|
|
|
dmg_lv = ATK_LUCKY;
|