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-rw-r--r--src/common/mmo.h2
-rw-r--r--src/map/battle.c18
-rw-r--r--src/map/skill.c2
-rw-r--r--src/map/status.c3
4 files changed, 19 insertions, 6 deletions
diff --git a/src/common/mmo.h b/src/common/mmo.h
index 7003d426e..f8ff895c5 100644
--- a/src/common/mmo.h
+++ b/src/common/mmo.h
@@ -90,7 +90,7 @@
#define ACCOUNT_REG_NUM 64
#define ACCOUNT_REG2_NUM 16
//Should hold the max of GLOBAL/ACCOUNT/ACCOUNT2 (needed for some arrays that hold all three)
-#define MAX_REG_NUM 96
+#define MAX_REG_NUM 256
#define DEFAULT_WALK_SPEED 150
#define MIN_WALK_SPEED 0
#define MAX_WALK_SPEED 1000
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) {
diff --git a/src/map/skill.c b/src/map/skill.c
index 0212516a5..4e43ce6ba 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1948,7 +1948,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( rdamage > 0 )
{
if( dmg.amotion )
- battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
+ battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); // also here the reflect shield, but for skills [icescope]
else
status_fix_damage(bl,src,rdamage,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
diff --git a/src/map/status.c b/src/map/status.c
index f65771045..1e40018a5 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -640,6 +640,7 @@ int status_charge(struct block_list* bl, int hp, int sp)
//If flag&2, fail if target does not has enough to substract.
//If flag&4, if killed, mob must not give exp/loot.
//If flag&8, sp loss on dead target.
+//If flag&16, reflect damage is done, which can't be absorbed by Devotion. [icescope]
int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
{
struct status_data *status;
@@ -680,7 +681,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
hp = 1;
- if( hp && !(flag&(1|8)) ) {
+ if( hp && !(flag&(1|8|16)) ) {
if( sc ) {
struct status_change_entry *sce;
if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE )