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* Fixed #167 - Dragon Breath burning chance is now 15% for all levels. Also corrected damage calculation. Thanks to @exneval. * Fixed #270 - Cleaned up Reverberation and how it's triggered. * Fixed #321 - Follow up to 1b6be4e. Fixed MATK calculation for for all player, monster, homunculus, mercenary, etc. * Fixed #332 - Camouflage now hides player from targeting skills. Added missing DEF/DEF2 bonus. * Fixed #335 - Check to make sure script has data before trying to free null values. * Fixed Full Throttle SP drain amount and movement speed increase value. Updated cooldown value to 30 minutes. * Fixed Bloody Lust skill type from magic to none. * Fixed Mix Cooking, Make Bomb, Special Pharmacy, Change Material, and Rune Mastery success and fail animations. * Cleaned up some more compile warnings.
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Thanks a ton Aleos! You're the best. :]
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No problem!
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there is something wrong with the Skill Dragon Breath in Renewal mode... how can i damage monster if i cannot hit the target.
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Dragon Breath and Dragon Breath Water can't hit monster .
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i found what is the caused of this trouble... there is remaining attack type MISC in skill.c better to remove it and change MISC to WEAPON type attack.
if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
(dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
{
if (battle_config.left_cardfix_to_right)
battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
else
battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
}
and this...
case RK_DRAGONBREATH_WATER:
case RK_DRAGONBREATH: {
struct status_change *tsc2 = NULL;
if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
clif_skill_nodamage(src,src,skill_id,skill_lv,1);
} else
skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
to something like this...
if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
(dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
{
if (battle_config.left_cardfix_to_right)
battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
else
battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
}
and...
case RK_DRAGONBREATH_WATER:
case RK_DRAGONBREATH: {
struct status_change *tsc2 = NULL;
if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
clif_skill_nodamage(src,src,skill_id,skill_lv,1);
} else
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
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and also about the Camouflage fixed it should be Cloak like behavior. /sry that i provided you wrong solution because i never tested it. now this time try this...
if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (flag == 0 && src)))
return false;
what i do here is remove "src->type != BL_PC" thats all. so that target skill do hit if you are targeted before Camouflage take effect and ground skill hitting you similar to Cloaking behavior
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Aleos <3