diff options
-rw-r--r-- | Changelog-Trunk.txt | 2 | ||||
-rw-r--r-- | src/map/battle.c | 2 | ||||
-rw-r--r-- | src/map/skill.c | 7 |
3 files changed, 5 insertions, 6 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 23096c3b1..f52bb0fb3 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -3,6 +3,8 @@ Date Added AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. +09/05/23 + * Splash attacks do cause additional effects except for autocasts. (bugreport:2661) [Inkfish] 09/05/22 * Fixed some behaviors of additional effects (bugreport:3100,bugreport:2661) [Inkfish] - Coma can now be blocked by such skills as SafetyWall, Pneuma and Basilica. diff --git a/src/map/battle.c b/src/map/battle.c index 410413e7b..fb3bb0e25 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -939,7 +939,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo wd.dmotion=tstatus->dmotion; wd.blewcount=skill_get_blewcount(skill_num,skill_lv); wd.flag = BF_WEAPON; //Initial Flag - wd.flag|= skill_num?BF_SKILL:BF_NORMAL; + wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later nk = skill_get_nk(skill_num); flag.hit = nk&NK_IGNORE_FLEE?1:0; diff --git a/src/map/skill.c b/src/map/skill.c index 8baf27b95..6e387c533 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -550,8 +550,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int { case 0: // Normal attacks (no skill used) { - if( !(attack_type&BF_WEAPON) ) - break; // If a normal attack is not a weapon attack, it's splash damage. [Inkfish] + if( attack_type&BF_SKILL ) + break; // If a normal attack is a skill, it's splash damage. [Inkfish] if(sd) { // Automatic trigger of Blitz Beat if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && @@ -1830,9 +1830,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds ud->attackabletime = tick + type; } - if( !skillid && flag&1 ) - dmg.flag &= ~BF_WEAPON; // hack to make splash attack not trigger anything else. - if( !dmg.amotion ) { //Instant damage status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. |