Fixes an issue with Joint Beat resistance (#6805)

* Follow up to cb2c553.
* Fixes a math error in the status resistance and duration for Joint Beat.
Thanks to @Tokeiburu and @Playtester!
This commit is contained in:
Aleos
2022-04-07 14:41:15 -04:00
committed by GitHub
parent 2993c0baa6
commit 41da8646ff
2 changed files with 2 additions and 3 deletions

View File

@@ -5156,7 +5156,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
break;
case MO_COMBOFINISH: