Corrected Sniper Trap behavior
* Cluster Bomb and Ice Bound Trap now have a 1 second delay after activation. * Firing Trap is now activated immediately. Thanks to @Tokeiburu!
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@ -13435,10 +13435,10 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
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map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
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if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
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clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
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sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
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sg->limit = DIFF_TICK(tick, sg->tick) +
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(sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
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(sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
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sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
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break;
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case UNT_TALKIEBOX:
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