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@@ -6318,20 +6318,19 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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//Apply DAMAGE_DIV_FIX and check for min damage
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//Apply DAMAGE_DIV_FIX and check for min damage
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ad = battle_apply_div_fix(ad, skill_id);
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ad = battle_apply_div_fix(ad, skill_id);
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- switch(skill_id) { // These skills will do a GVG fix later
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#ifdef RENEWAL
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#ifdef RENEWAL
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+ switch(skill_id) {
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case ASC_BREAKER:
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case ASC_BREAKER:
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case CR_ACIDDEMONSTRATION:
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case CR_ACIDDEMONSTRATION:
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return ad; //These skills will do a GVG fix later
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return ad; //These skills will do a GVG fix later
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-#endif
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- default:
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- ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
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- if (map_flag_gvg2(target->m))
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- ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
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- else if (map[target->m].flag.battleground)
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- ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
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- break;
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}
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}
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+#endif
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+
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+ ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
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+ if (map_flag_gvg2(target->m))
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+ ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
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+ else if (map[target->m].flag.battleground)
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+ ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
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// Skill damage adjustment
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// Skill damage adjustment
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#ifdef ADJUST_SKILL_DAMAGE
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#ifdef ADJUST_SKILL_DAMAGE
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