Bugfix: Lifetaps
I noticed the lifetap code was doing odd things, setting me to a seemingly random amount of health everytime I cast one. Here's the reason ..
in NPC::Damage() if (spells[spell_id].targettype == ST_Tap) { other->SetHP(GetHP() + damage); ... Change that line to .. other->SetHP(other->GetHP() + damage); .. and they all work lovely. You'll need to change that in Client::Damage() too. K. |
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