diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 5bc3df6f8..460826414 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -209,6 +209,7 @@ struct delay_damage { uint16 skill_id; enum damage_lv dmg_lv; unsigned short attack_type; + bool additional_effects; }; int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { @@ -231,7 +232,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { { map_freeblock_lock(); status_fix_damage(src, target, dat->damage, dat->delay); - if( dat->attack_type && !status_isdead(target) ) + if( dat->attack_type && !status_isdead(target) && dat->additional_effects ) skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); @@ -249,7 +250,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { return 0; } -int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay) +int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) { struct delay_damage *dat; struct status_change *sc; @@ -264,7 +265,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, if ( !battle_config.delay_battle_damage || amotion <= 1 ) { map_freeblock_lock(); status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] - if( attack_type && !status_isdead(target) ) + if( attack_type && !status_isdead(target) && additional_effects ) skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick()); if( dmg_lv > ATK_BLOCK && attack_type ) skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); @@ -281,6 +282,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, dat->dmg_lv = dmg_lv; dat->delay = ddelay; dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. + dat->additional_effects = additional_effects; if (src->type != BL_PC && amotion > 1000) amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex] @@ -4690,7 +4692,7 @@ int battle_damage_area( struct block_list *bl, va_list ap) { if( src->type == BL_PC ) battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl)); if( amotion ) - battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0); + battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true); else status_fix_damage(src,bl,damage,0); clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0); @@ -4927,7 +4929,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } map_freeblock_lock(); - battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion); + battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true); if( tsc ) { if( tsc->data[SC_DEVOTION] ) { struct status_change_entry *sce = tsc->data[SC_DEVOTION]; @@ -5055,7 +5057,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //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); + battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true); } if (tsc) { |