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ayato96

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  1. bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange, MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/) { const Position& targetPos = target->getPosition(); if(healthChange > 0) { if(!force && target->getHealth() <= 0) return false; bool deny = false; CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE); for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsC
  2. Try this const SpectatorVec& list = getSpectators(targetPos); if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR) { addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF); return true; } int32_t damage = -healthChange; if(damage != 0) { if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer()) { double damageChange = 0; int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL); if(skillFish >= 10) damageChange = std::ceil(skillFish * 0.1 * dama
  3. Source edit on game.cpp in bool Game::combatChangeHealth if(params.combatType != COMBAT_PHYSICALDAMAGE && target && target->getPlayer()) { double damageChange = 0; int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL); if(skillFish >= 10) damageChange = std::ceil(skillFish * 0.1 * damage / 100); if((int32_t)damageChange != 0) { damage -= (int32_t)damageChange;
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