Fixes Flash Kick and Stellar Mark interaction (#5400)

* Fixes #5399.
* Fixes targets getting stored into Stellar Mark if they are killed by Flash Kick.
Thanks to @SeravySensei!
This commit is contained in:
Aleos
2020-09-28 08:15:51 -04:00
committed by GitHub
parent 59b98cfa50
commit 6ba869e398

View File

@@ -6289,7 +6289,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
// Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
// Note: Not sure if it works like this in official but you can't mark on something you can't
// hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
if (fk_damage > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
if (tmd->status.hp > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
sd->stellar_mark[i] = bl->id;
// Val4 flags if the status was applied by a player or a monster.
@@ -6299,7 +6299,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
// apply the status here. We can't pass this data to skill_additional_effect.
sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
}
} else if (md) { // Monster's cant track with this skill. Just give the status.
} else if (md) { // Monsters can't track with this skill. Just give the status.
if (fk_damage > 0)
sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
}