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Fixes Flash Kick and Stellar Mark interaction (#5400)

* Fixes #5399.
* Fixes targets getting stored into Stellar Mark if they are killed by Flash Kick.
Thanks to @SeravySensei!
Aleos 4 năm trước cách đây
mục cha
commit
6ba869e398
1 tập tin đã thay đổi với 2 bổ sung2 xóa
  1. 2 2
      src/map/skill.cpp

+ 2 - 2
src/map/skill.cpp

@@ -6289,7 +6289,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
 				// Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
 				// Note: Not sure if it works like this in official but you can't mark on something you can't
 				// hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
-				if (fk_damage > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
+				if (tmd->status.hp > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
 					sd->stellar_mark[i] = bl->id;
 
 					// Val4 flags if the status was applied by a player or a monster.
@@ -6299,7 +6299,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
 					// apply the status here. We can't pass this data to skill_additional_effect.
 					sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
 				}
-			} else if (md) { // Monster's cant track with this skill. Just give the status.
+			} else if (md) { // Monsters can't track with this skill. Just give the status.
 				if (fk_damage > 0)
 					sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
 			}