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
3 changed files with 5 additions and 5 deletions

View File

@@ -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;
}