diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 18 |
1 files changed, 15 insertions, 3 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 064ac3a7c..66a64828c 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -164,7 +164,13 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data) check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex] { map_freeblock_lock(); - status_fix_damage(dat->src, target, dat->damage, dat->delay); + 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( 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 ) @@ -183,7 +189,13 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, if (!battle_config.delay_battle_damage) { map_freeblock_lock(); - status_fix_damage(src, target, damage, ddelay); + if(skill_id != CR_REFLECTSHIELD) + 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 ) @@ -3216,7 +3228,7 @@ 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, 0, 0, rdamage, ATK_DEF, rdelay); + 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] } if (tsc) { |