summaryrefslogtreecommitdiff
path: root/src/map/skill.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c18
1 files changed, 1 insertions, 17 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 7c6af9178..689844657 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1704,7 +1704,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
struct status_change *sc;
struct map_session_data *sd=NULL, *tsd=NULL;
int type,lv,damage,rdamage=0;
- static int tmpdmg = 0;
if(skillid > 0 && skilllv <= 0) return 0;
@@ -1944,17 +1943,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
- case ASC_BREAKER: // [celest]
- if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
- tmpdmg = damage; // store the temporary weapon damage
- return 0; //Wait for the second iteration to do all the work below.
- }
- if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
- clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
- damage += tmpdmg; // add weapon and magic damage
- tmpdmg = 0; // clear the temporary weapon damage
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
- break;
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
dmg.blewcount = 10;
@@ -2546,6 +2534,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
case HT_POWER:
case TK_DOWNKICK:
case TK_COUNTER:
+ case ASC_BREAKER:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -2574,11 +2563,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
if (unit_movepos(src, bl->x, bl->y, 0, 0))
clif_slide(src,bl->x,bl->y);
break;
- case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
- // Separate weapon and magic attacks
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
// Does it stop if touch an obstacle? it shouldn't shoot trough walls