Corrected Hell Inferno behavior
* Fixes #2236. * Hell Inferno's shadow attack will now properly do elemental damage. * Burning should only start when the fire attack successfully lands. * Gave a slight delay to the shadow attack to mimic officials. Thanks to @hartonox!
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@ -5628,6 +5628,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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if (skill_lv == 2)
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s_ele = ELE_HOLY;
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break;
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case WL_HELLINFERNO:
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if (ad.miscflag&ELE_DARK)
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s_ele = ELE_DARK;
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break;
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case SO_PSYCHIC_WAVE:
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if( sc && sc->count ) {
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if( sc->data[SC_HEATER_OPTION] )
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@ -1786,9 +1786,6 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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case MH_XENO_SLASHER:
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sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
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break;
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case WL_HELLINFERNO:
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sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
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break;
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case NC_MAGMA_ERUPTION:
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if (attack_type&BF_WEAPON) // Stun effect from 'slam'
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sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
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@ -3281,6 +3278,9 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
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dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
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switch( skill_id ) {
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case WL_HELLINFERNO:
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if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
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sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
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case SC_TRIANGLESHOT:
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if( rnd()%100 > (1 + skill_lv) )
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dmg.blewcount = 0;
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@ -5624,7 +5624,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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break;
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case WL_HELLINFERNO:
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skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
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skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
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skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
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break;
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case RA_WUGSTRIKE:
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if( sd && pc_isridingwug(sd) ){
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