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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

- Administration

Issue Information

  • #008011

  • 0 - None Assigned

  • Working as Intended

Issue Confirmations

  • Yes (0)No (1)
Photo

Bug with display Critical Hits.

Posted by Triedge on 08 February 2014 - 05:28 AM

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.

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.

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.

okay... bug if for un mod.

#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;

In theory you should only do normal attacks, do not cause dmotion animation.

Ind 
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