Fixes damage reduction statuses/skills (#5453)
* Resolves an issue with damage not being passed back to the parent function after it has been reduced by various statuses or skills. Thanks to @teededung!
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@ -1053,12 +1053,12 @@ static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
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* @param target: Target of attack
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* @param sc: Status Change data
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* @param d: Damage data
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* @param damage: Damage received
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* @param damage: Damage received as a reference
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* @param skill_id: Skill ID
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* @param skill_lv: Skill level
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* @return True: Damage inflicted, False: Missed
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**/
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bool battle_status_block_damage(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
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bool battle_status_block_damage(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
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if (!src || !target || !sc || !d)
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return true;
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@ -5281,8 +5281,9 @@ static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,s
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if (attack_hits && target->type == BL_MOB) {
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struct status_change *sc = status_get_sc(target);
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int64 damage_dummy = 1;
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if (sc && !battle_status_block_damage(src, target, sc, wd, 1, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
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if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
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wd->damage = wd->damage2 = 0;
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return;
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}
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