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-rw-r--r--src/map/skill.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index b37d28e3c..86a03b64b 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2192,6 +2192,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
struct map_session_data *sd, *tsd;
int type,damage,rdamage=0;
int8 rmdamage=0;//magic reflected
+ bool additional_effects = true;
if(skill_id > 0 && !skill_lv) return 0;
@@ -2272,7 +2273,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sc->data[SC_SPIRIT]->val3 = skill_id;
sc->data[SC_SPIRIT]->val4 = dsrc->id;
}
- }
+ } else if( type != 2 ) /* Kaite bypasses */
+ additional_effects = false;
/**
* Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
@@ -2618,7 +2620,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
{ //Instant damage
if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !status_isdead(bl) )
+ if( !status_isdead(bl) && additional_effects )
skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
@@ -2692,10 +2694,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)
- battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion);
+ battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
- if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE )
- {
+ if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
struct status_change_entry *sce = sc->data[SC_DEVOTION];
struct block_list *d_bl = map_id2bl(sce->val1);
@@ -2707,8 +2708,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(!rmdamage){
clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL,d_bl, damage, 0);
- }
- else{//Reflected magics are done directly on the target not on paladin
+ } else{ //Reflected magics are done directly on the target not on paladin
//This check is only for magical skill.
//For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
@@ -2750,7 +2750,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
} else {
if( dmg.amotion )
- battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
+ battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0,additional_effects);
else
status_fix_damage(bl,src,rdamage,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.