Corrected Tiger Cannon splash damage (fixes #1020)

* The splash damage now factors in resistances from the splash targets.
This commit is contained in:
aleos89 2016-03-09 13:32:49 -05:00
parent b98ba7a274
commit 0fb78d45b7

View File

@ -3281,6 +3281,9 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
case WM_REVERBERATION_MAGIC: case WM_REVERBERATION_MAGIC:
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
break; break;
case SR_TIGERCANNON:
dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, 6);
break;
case HT_CLAYMORETRAP: case HT_CLAYMORETRAP:
case HT_BLASTMINE: case HT_BLASTMINE:
case HT_FLASHER: case HT_FLASHER:
@ -5456,22 +5459,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case SR_TIGERCANNON: case SR_TIGERCANNON:
if (flag&1) { if (flag&1) {
if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
if (skill_area_temp[1] != bl->id) { if (skill_area_temp[1] != bl->id)
int64 dmg = skill_area_temp_i64[0]; skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
bool infdef = is_infinite_defense(bl, skill_get_type(skill_id));
if (infdef)
dmg = 1;
status_damage(src, bl, dmg, 0, 0, 0);
status_zap(bl, 0, dmg * 10 / 100);
clif_skill_damage(src, bl, tick, status_get_amotion(bl), 0, dmg, 1, skill_id, skill_lv, 6);
}
} }
else { // Somehow, we failed } else if (sd) {
skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
}
}
else if (sd) {
skill_area_temp[1] = bl->id; skill_area_temp[1] = bl->id;
skill_area_temp[3] = skill_id; skill_area_temp[3] = skill_id;
skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once