Fixed Devotion vs Reflection bug, bugreport:4508

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15185 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shennetsind 2011-12-20 12:14:26 +00:00
parent 8408292c4c
commit 9575e41b63
2 changed files with 9 additions and 5 deletions

View File

@ -222,7 +222,8 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
nullpo_ret(target);
sc = status_get_sc(target);
if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE )
if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
damage = 0;
if (!battle_config.delay_battle_damage) {
@ -3806,7 +3807,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
if(tsd && src != target)
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
}
if (tsc) {

View File

@ -2119,7 +2119,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( !dmg.amotion )
{ //Instant damage
if( !sc || !sc->data[SC_DEVOTION] )
if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if( !status_isdead(bl) )
skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
@ -2166,8 +2166,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL, d_bl, damage, 0);
}
else
else {
status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
if( !dmg.amotion )
status_fix_damage(src,bl,damage,dmg.dmotion);
}
}
if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
@ -2191,7 +2194,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( rdamage > 0 )
{
if( dmg.amotion )
battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
else
status_fix_damage(bl,src,rdamage,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);