Splash attack doesn't cause any status effects or autocasts any more.(bugreport:2661)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13801 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -9,6 +9,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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- Equipment breaking behaves exactly like coma.
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- Skill's self damage may now causes coma, equipment breaking and autospell/autoscript.
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- GrandCross now allows you to drain hp/sp.
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- Splash attack doesn't cause any status effects or autocasts any more.
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09/05/20
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* Now fiberlocking a fiberlocked target doesn't renew the timer but instead increases its fireweakness [Inkfish]
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- This makes doublecasting firebolts on a double fiberlocked target having double damage from both 2 bolts possible = =(bugreport:3061)
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@ -1044,9 +1044,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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s_ele = s_ele_ = wflag; //element comes in flag.
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break;
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case LK_SPIRALPIERCE:
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if (!sd) nk &= ~NK_NO_ELEFIX; //forced neutral for monsters
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break;
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// TODO: A patch here doesn't work anymore since mechanism has changed.
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// If mob's spiral pierce is forced neutral is under investigation.
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//case LK_SPIRALPIERCE:
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// if (!sd) nk &= ~NK_NO_ELEFIX; //forced neutral for monsters
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// break;
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}
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if(!skill_num)
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@ -550,6 +550,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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{
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case 0: // Normal attacks (no skill used)
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{
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if( !(attack_type&BF_WEAPON) )
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break; // If a normal attack is not a weapon attack, it's splash damage. [Inkfish]
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if(sd) {
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// Automatic trigger of Blitz Beat
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if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
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@ -1569,7 +1571,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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return 0;
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dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
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attack_type|=dmg.flag; //Add on the rest of attack properties.
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//Skotlex: Adjusted to the new system
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if(src->type==BL_PET)
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@ -1589,7 +1590,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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}
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}
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if (attack_type&BF_MAGIC) {
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if (dmg.flag&BF_MAGIC) {
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if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
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{ //Magic reflection, switch caster/target
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struct block_list *tbl = bl;
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@ -1829,13 +1830,16 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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ud->attackabletime = tick + type;
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}
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if( !skillid && flag&1 )
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dmg.flag &= ~BF_WEAPON; // hack to make splash attack not trigger anything else.
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if( !dmg.amotion )
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{ //Instant damage
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status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
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if( !status_isdead(bl) )
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skill_additional_effect(src,bl,skillid,skilllv,attack_type,dmg.dmg_lv,tick);
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skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
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if( damage > 0 ) //Counter status effects [Skotlex]
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skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
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skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
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}
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//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
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@ -1854,7 +1858,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
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if (dmg.amotion)
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battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
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battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
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if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
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int rate = 50 + skilllv * 5;
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