diff --git a/src/map/skill.cpp b/src/map/skill.cpp index d026444c38..29c263d885 100755 --- a/src/map/skill.cpp +++ b/src/map/skill.cpp @@ -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)); }