Przeglądaj źródła

- Reverted the battle_calc_return_damage code as the previous one was correct, ninja self-targetted skills CAN be reflected.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9689 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex 18 lat temu
rodzic
commit
53949e4131
4 zmienionych plików z 9 dodań i 7 usunięć
  1. 3 0
      Changelog-Trunk.txt
  2. 3 4
      src/map/battle.c
  3. 1 1
      src/map/battle.h
  4. 2 2
      src/map/skill.c

+ 3 - 0
Changelog-Trunk.txt

@@ -3,6 +3,9 @@ Date	Added
 AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
+2007/01/22
+	* Reverted the battle_calc_return_damage code as the previous one was
+	  correct, ninja self-targetted skills CAN be reflected. [Skotlex]
 2007/01/21
 	* Fixed while statements not "reserving" the curly before parsing the test 
 	  expression. [FlavioJS]

+ 3 - 4
src/map/battle.c

@@ -2790,7 +2790,7 @@ struct Damage battle_calc_attack(	int attack_type,
 	return d;
 }
 
-int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int flag) {
+int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
 	struct map_session_data *sd=NULL;
 	struct status_change *sc;
 	int rdamage = 0;
@@ -2798,7 +2798,7 @@ int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int
 	BL_CAST(BL_PC, bl, sd);
 	sc = status_get_sc(bl);
 
-	if(flag&BF_WEAPON && skill != WS_CARTTERMINATION) { // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
+	if(flag&BF_WEAPON) {
 		//Bounces back part of the damage.
 		if (flag & BF_SHORT) {
 			if (sd && sd->short_weapon_damage_return)
@@ -2823,7 +2823,6 @@ int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int
 	if(flag&BF_MAGIC)
 	{
 		if(sd && sd->magic_damage_return &&
-			!(skill_get_inf(skill)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
 			rand()%100 < sd->magic_damage_return)
 		{	//Bounces back full damage, you take none.
 			rdamage = *damage;
@@ -3011,7 +3010,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
 
 	damage = wd.damage + wd.damage2;
 	if (damage > 0 && src != target) {
-		rdamage = battle_calc_return_damage(target, 0, &damage, wd.flag);
+		rdamage = battle_calc_return_damage(target, &damage, wd.flag);
 		if (rdamage > 0) {
 			rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
 			//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]

+ 1 - 1
src/map/battle.h

@@ -25,7 +25,7 @@ struct block_list;
 
 struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag);
 
-int battle_calc_return_damage(struct block_list *bl, int skill, int *damage, int flag);
+int battle_calc_return_damage(struct block_list *bl, int *damage, int flag);
 
 void battle_drain(struct map_session_data *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss);
 

+ 2 - 2
src/map/skill.c

@@ -1930,8 +1930,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 
 	damage = dmg.damage + dmg.damage2;
 
-	if (damage > 0 && src != bl && src == dsrc)
-		rdamage = battle_calc_return_damage(bl, skillid, &damage, dmg.flag);
+	if (damage > 0 && src != bl && src == dsrc && skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
+		rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
 
 	//Skill hit type
 	type=(skillid==0)?5:skill_get_hit(skillid);