Fixes AddEffWhenHit not triggering Magic or Misc (#5628)
* Fixes #5623. * Fixes an issue with AddEffWhenHit not triggering on Magic or Misc type attacks. Thanks to @24msz6eo and @Atemo!
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@ -2488,14 +2488,24 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
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sd = BL_CAST(BL_PC, src);
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dstsd = BL_CAST(BL_PC, bl);
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if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
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if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
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for (const auto &it : dstsd->addeff_atked) {
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rate = it.rate;
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if (attack_type&BF_LONG)
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rate += it.arrow_rate;
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if (!rate)
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if (rate == 0)
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continue;
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if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
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// Trigger has attack type consideration.
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if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
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(it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
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(it.flag&ATF_MISC && attack_type&BF_MISC))
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;
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else
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continue;
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}
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if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
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if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
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(it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
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