- Corrected the firewall/kaensin knockback code to how it is supposed to be done (the element/race check was originally in battle.c, and it was moved to skill.c because of the firewall hits on undead setting, now that it is not needed the code can be changed to how it was back then).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11594 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -2157,7 +2157,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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case MG_FIREWALL:
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case NJ_KAENSIN:
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ad.dmotion = 0; //No flinch animation.
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if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
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if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
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ad.blewcount = 0; //No knockback
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break;
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case PR_SANCTUARY:
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@ -7325,11 +7325,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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{
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int count=0;
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const int x = bl->x, y = bl->y;
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const bool noknockback = ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) );
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//Take into account these hit more times than the timer interval can handle.
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do
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skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,noknockback);
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skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
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while(--src->val2 && x == bl->x && y == bl->y &&
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++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
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