Splash attacks do cause additional effects except for autocasts. (bugreport:2661)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13804 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
45addf32f8
commit
579f0a250d
@ -3,6 +3,8 @@ Date Added
|
|||||||
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
|
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.
|
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
|
||||||
|
|
||||||
|
09/05/23
|
||||||
|
* Splash attacks do cause additional effects except for autocasts. (bugreport:2661) [Inkfish]
|
||||||
09/05/22
|
09/05/22
|
||||||
* Fixed some behaviors of additional effects (bugreport:3100,bugreport:2661) [Inkfish]
|
* Fixed some behaviors of additional effects (bugreport:3100,bugreport:2661) [Inkfish]
|
||||||
- Coma can now be blocked by such skills as SafetyWall, Pneuma and Basilica.
|
- Coma can now be blocked by such skills as SafetyWall, Pneuma and Basilica.
|
||||||
|
@ -939,7 +939,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
|
|||||||
wd.dmotion=tstatus->dmotion;
|
wd.dmotion=tstatus->dmotion;
|
||||||
wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
|
wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
|
||||||
wd.flag = BF_WEAPON; //Initial Flag
|
wd.flag = BF_WEAPON; //Initial Flag
|
||||||
wd.flag|= skill_num?BF_SKILL:BF_NORMAL;
|
wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
|
||||||
wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
|
wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
|
||||||
nk = skill_get_nk(skill_num);
|
nk = skill_get_nk(skill_num);
|
||||||
flag.hit = nk&NK_IGNORE_FLEE?1:0;
|
flag.hit = nk&NK_IGNORE_FLEE?1:0;
|
||||||
|
@ -550,8 +550,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
|
|||||||
{
|
{
|
||||||
case 0: // Normal attacks (no skill used)
|
case 0: // Normal attacks (no skill used)
|
||||||
{
|
{
|
||||||
if( !(attack_type&BF_WEAPON) )
|
if( attack_type&BF_SKILL )
|
||||||
break; // If a normal attack is not a weapon attack, it's splash damage. [Inkfish]
|
break; // If a normal attack is a skill, it's splash damage. [Inkfish]
|
||||||
if(sd) {
|
if(sd) {
|
||||||
// Automatic trigger of Blitz Beat
|
// Automatic trigger of Blitz Beat
|
||||||
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
|
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
|
||||||
@ -1830,9 +1830,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
|
|||||||
ud->attackabletime = tick + type;
|
ud->attackabletime = tick + type;
|
||||||
}
|
}
|
||||||
|
|
||||||
if( !skillid && flag&1 )
|
|
||||||
dmg.flag &= ~BF_WEAPON; // hack to make splash attack not trigger anything else.
|
|
||||||
|
|
||||||
if( !dmg.amotion )
|
if( !dmg.amotion )
|
||||||
{ //Instant damage
|
{ //Instant damage
|
||||||
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
|
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
|
||||||
|
Loading…
x
Reference in New Issue
Block a user