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-rw-r--r--src/map/skill.c9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index ed0c4358d..5e22f2624 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1841,7 +1841,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
- struct unit_data *ud;
+ //struct unit_data *ud;
int sp = skill_get_sp(skillid,skilllv);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
@@ -1850,9 +1850,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
status_heal(bl, 0, sp, 2);
clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
+ /* It was reported you don't get an act delay once it triggers.
ud = unit_bl2ud(bl);
if (ud) ud->canact_tick = tick
+ skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
+ */
}
}
@@ -6625,11 +6627,12 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
break;
case DC_DONTFORGETME:
val1 = 30*skilllv+status->dex; // ASPD decrease
- val2 = 100+2*skilllv+status->agi/10; // Movement speed adjustment.
+ val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- val2 += pc_checkskill(sd,DC_DANCINGLESSON);
+ val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
}
+ if (val2 < 1) val2 = 1;
break;
case BA_APPLEIDUN:
val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase