Issue Information
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#008011
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0 - None Assigned
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Working as Intended
Issue Confirmations
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Yes (0)No (1)
Client: 2013-12-23cRagexe
#define ENABLE_PACKETVER_RE
#define PACKETVER 20131223
When a critical Hit is done, the damage is not displayed in "red" simply does critical damage as a normal hit.
This is just a visual bug. The critical damage works perfect.
#define ENABLE_PACKETVER_RE
#define PACKETVER 20131223
When a critical Hit is done, the damage is not displayed in "red" simply does critical damage as a normal hit.
This is just a visual bug. The critical damage works perfect.
don't use #define ENABLE_PACKETVER_RE since 2013-12-23cRagexe isn't a RE client, maybe that is the problem
Nope.
remains the same with that error.
remains the same with that error.
bump
can't reproduce, using 20131223, I hit a poring with 99 luck until a critical hit came out, the normal display came up (that brown ballooon), any more data?
I do not know.
I will try to replace Battle.c, skill.c and status.c see if repaired or not most will.
I will try to replace Battle.c, skill.c and status.c see if repaired or not most will.
okay... bug if for un mod.
In theory you should only do normal attacks, do not cause dmotion animation.#endif
if(skill_id == 0) d.dmotion = 0;
if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed
//Weapon attacks should go through to cause additional effects.
if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
d.dmg_lv = ATK_MISS;
d.dmotion = 0;
} else // Some skills like Weaponry Research will cause damage even if attack is dodged
d.dmg_lv = ATK_DEF;
return d;
changed status to: Working as Intended
when d.motion is 0 clif.c's clif_calc_delay changes the type from whatever it is (in this case critical) to either 9 or 4