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@@ -6266,9 +6266,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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return 1;
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}
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- // Attack the target and return the damage result for the upcoming check.
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- int64 fk_damage = skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
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-
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if (sd) { // Tagging the target.
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int i;
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@@ -6285,7 +6282,7 @@ 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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// 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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- 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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+ if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 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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// Val4 flags if the status was applied by a player or a monster.
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@@ -6296,7 +6293,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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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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} 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 (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 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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}
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}
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