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Corrected Sniper Trap behavior
* Cluster Bomb and Ice Bound Trap now have a 1 second delay after activation.
* Firing Trap is now activated immediately.
Thanks to @Tokeiburu!

aleos89 9 vuotta sitten
vanhempi
commit
10b57568ee
1 muutettua tiedostoa jossa 1 lisäystä ja 1 poistoa
  1. 1 1
      src/map/skill.c

+ 1 - 1
src/map/skill.c

@@ -13435,10 +13435,10 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
 				map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
 			if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
 				clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
-			sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
 			sg->limit = DIFF_TICK(tick, sg->tick) +
 				(sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
 				(sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
+			sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
 			break;
 
 		case UNT_TALKIEBOX: