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