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:
parent
73928b4fe2
commit
ca27c6d89d
@ -9404,7 +9404,6 @@ Body:
|
||||
Time: 55000
|
||||
- Level: 10
|
||||
Time: 60000
|
||||
Duration2: 1000
|
||||
Requires:
|
||||
SpCost: 50
|
||||
Weapon:
|
||||
|
@ -9711,7 +9711,6 @@ Body:
|
||||
Time: 55000
|
||||
- Level: 10
|
||||
Time: 60000
|
||||
Duration2: 1000
|
||||
Requires:
|
||||
SpCost: 50
|
||||
Weapon:
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user