Corrects Power Swing and Axe Boomerang behavior (#5123)

* Fixes #5109.
* Power Swing should only cast Axe Boomerang when an axe is equipped.
Thanks to @Haydrich!
This commit is contained in:
Aleos 2020-06-29 11:18:14 -04:00 committed by GitHub
parent f45b2dd0f3
commit c67b60e375
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@ -1765,8 +1765,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
break;
case NC_POWERSWING:
sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
if( rnd()%100 < 5*skill_lv )
skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
skill = pc_checkskill(sd, NC_AXEBOOMERANG);
if (sd && skill > 0 && (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && rnd() % 100 < 5 * skill_lv)
skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, skill, tick, 1);
break;
case GC_WEAPONCRUSH:
skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);