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authorInkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec>2010-09-12 12:24:55 +0000
committerInkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec>2010-09-12 12:24:55 +0000
commit707ba8ba46715bb276310081b057b729b400262e (patch)
tree25b87381423698e593f0ca5c39d80b85a9dad43e /src/map/battle.c
parent81bd882bb564b34cfa7ac55eaf6551d46144938e (diff)
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All direct damages such as reflected damage or Tarot Card damage should not be redirected. (follow up to r14400)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14406 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c39
1 files changed, 25 insertions, 14 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 66a64828c..b03d13417 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -163,14 +163,10 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
{
+ struct status_change *sc = status_get_sc(target);
map_freeblock_lock();
- if(dat->skill_id != CR_REFLECTSHIELD)
- status_fix_damage(dat->src, target, dat->damage, dat->delay); // We have to seperate here between reflect damage and others [icescope]
- else
- {
- status_damage(dat->src, map_id2bl(dat->target), dat->damage, 0, dat->delay, 16);
- dat->skill_id = 0;
- }
+ if( !sc || !sc->data[SC_DEVOTION] )
+ status_fix_damage(dat->src, target, dat->damage, dat->delay);
if( dat->attack_type && !status_isdead(target) )
skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->damage > 0 && dat->attack_type )
@@ -188,14 +184,10 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
nullpo_retr(0, target);
if (!battle_config.delay_battle_damage) {
+ struct status_change *sc = status_get_sc(target);
map_freeblock_lock();
- if(skill_id != CR_REFLECTSHIELD)
+ if( !sc || !sc->data[SC_DEVOTION] )
status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
- else
- {
- status_damage(src, target, damage, 0, ddelay, 16);
- skill_id = 0;
- }
if( attack_type && !status_isdead(target) )
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
if( damage > 0 && attack_type )
@@ -476,6 +468,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
damage -= damage * 6 * (1+per) / 100;
}
+ // FIXME:
+ // So Reject Sword calculates the redirected damage before calculating WoE/BG reduction? This is weird. [Inkfish]
if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
// Fixed the condition check [Aalye]
(src->type!=BL_PC || (
@@ -3182,6 +3176,23 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
}
+ if( tsc && tsc->data[SC_DEVOTION] )
+ {
+ struct status_change_entry *sce = tsc->data[SC_DEVOTION];
+ struct block_list *d_bl = map_id2bl(sce->val1);
+
+ if( d_bl && (
+ (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
+ (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
+ ) && check_distance_bl(target, d_bl, sce->val3) )
+ {
+ clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
+ status_fix_damage(NULL, d_bl, damage, 0);
+ }
+ else
+ status_change_end(target, SC_DEVOTION, -1);
+ }
+
wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
if (sd && sd->splash_range > 0 && damage > 0)
@@ -3228,7 +3239,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
if(tsd && src != target)
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay); // the skill id is needed we use CR_REFLECTSHIELD as default [icescope]
+ battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
}
if (tsc) {