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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