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@@ -8888,7 +8888,7 @@ int32 skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
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skill_area_temp[1] = 0;
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map_foreachinshootrange(skill_attack_area, src,
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skill_get_splash(skill_id, skill_lv), splash_target(src),
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- BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
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+ BF_MAGIC, src, src, MG_FROSTDIVER, skill_lv, tick, flag|SD_ANIMATION|SD_LEVEL, BCT_ENEMY); // !TODO: dsrc should actually be the unit bl of a ground attack
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break;
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case NPC_SELFDESTRUCTION:
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@@ -20433,7 +20433,8 @@ int32 skill_attack_area(struct block_list *bl, va_list ap)
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return 0;
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switch (skill_id) {
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- case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
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+ // case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
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+ case MG_FROSTDIVER: //Skills that don't require the animation to be removed
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if (src->x == bl->x && src->y == bl->y)
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return 0; //Does not hit current cell
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if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
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