- Reverted the battle_calc_return_damage code as the previous one was correct, ninja self-targetted skills CAN be reflected.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9689 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2007-01-22 14:35:28 +00:00
parent e034ce07bb
commit 53949e4131
4 changed files with 9 additions and 7 deletions

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@ -3,6 +3,9 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/01/22
* Reverted the battle_calc_return_damage code as the previous one was
correct, ninja self-targetted skills CAN be reflected. [Skotlex]
2007/01/21
* Fixed while statements not "reserving" the curly before parsing the test
expression. [FlavioJS]

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@ -2790,7 +2790,7 @@ struct Damage battle_calc_attack( int attack_type,
return d;
}
int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int flag) {
int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
struct map_session_data *sd=NULL;
struct status_change *sc;
int rdamage = 0;
@ -2798,7 +2798,7 @@ int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int
BL_CAST(BL_PC, bl, sd);
sc = status_get_sc(bl);
if(flag&BF_WEAPON && skill != WS_CARTTERMINATION) { // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
if(flag&BF_WEAPON) {
//Bounces back part of the damage.
if (flag & BF_SHORT) {
if (sd && sd->short_weapon_damage_return)
@ -2823,7 +2823,6 @@ int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int
if(flag&BF_MAGIC)
{
if(sd && sd->magic_damage_return &&
!(skill_get_inf(skill)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
rand()%100 < sd->magic_damage_return)
{ //Bounces back full damage, you take none.
rdamage = *damage;
@ -3011,7 +3010,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
damage = wd.damage + wd.damage2;
if (damage > 0 && src != target) {
rdamage = battle_calc_return_damage(target, 0, &damage, wd.flag);
rdamage = battle_calc_return_damage(target, &damage, wd.flag);
if (rdamage > 0) {
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]

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@ -25,7 +25,7 @@ struct block_list;
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag);
int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int flag);
int battle_calc_return_damage(struct block_list *bl, int *damage, int flag);
void battle_drain(struct map_session_data *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss);

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@ -1930,8 +1930,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
damage = dmg.damage + dmg.damage2;
if (damage > 0 && src != bl && src == dsrc)
rdamage = battle_calc_return_damage(bl, skillid, &damage, dmg.flag);
if (damage > 0 && src != bl && src == dsrc && skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
//Skill hit type
type=(skillid==0)?5:skill_get_hit(skillid);