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@@ -6873,7 +6873,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case NPC_EMOTION_ON:
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case NPC_EMOTION:
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- //va[0] is the emotion to use.
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+ //val[0] is the emotion to use.
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//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
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//val[1] 'sets' the mode
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//val[2] adds to the current mode
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@@ -6884,6 +6884,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
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if(md->db->skill[md->skill_idx].val[4] && tsce)
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status_change_end(bl, type, INVALID_TIMER);
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+
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+ //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
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+ if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
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+ mob_unlocktarget(md,tick);
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if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
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sc_start4(src, type, 100, skill_lv,
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