Parry delay should be based on adelay (#5325)

* Removes hard coded 1 second delay.
* The delay should scale based on the player's ASPD.
Thanks to @mrjnumber1 and @Daegaladh!
This commit is contained in:
Aleos 2020-08-21 13:10:55 -04:00 committed by GitHub
parent 73928b4fe2
commit ca27c6d89d
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3 changed files with 5 additions and 5 deletions

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@ -9404,7 +9404,6 @@ Body:
Time: 55000
- Level: 10
Time: 60000
Duration2: 1000
Requires:
SpCost: 50
Weapon:

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@ -9711,7 +9711,6 @@ Body:
Time: 55000
- Level: 10
Time: 60000
Duration2: 1000
Requires:
SpCost: 50
Weapon:

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@ -1283,10 +1283,12 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
if ((sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
unit_data *ud = unit_bl2ud(target);
if (skill_id == LK_PARRYING) {
unit_data *ud = unit_bl2ud(target);
if (ud) // Delay the next attack
ud->attackabletime = gettick() + skill_get_time2(LK_PARRYING, sce->val1);
if (ud != nullptr) // Delay the next attack
ud->attackabletime = gettick() + status_get_adelay(target);
}
return false;
}