Emistry - Mar 18, 2015 14:34
[url="https://github.com/HerculesWS/Hercules/blob/master/src/map/skill.c#L1310"]https://github.com/HerculesWS/Hercules/blob/master/src/map/skill.c#L1310[/url][code=:1308]
case ITEMID_BANANA_BOMB:
sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE?
sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds.
break;
[/code]
the status should be last 3 seconds, not 1 second.
according to iRO wiki too, it's 3 seconds.
[url="http://irowiki.org/wiki/Item_Sling"]http://irowiki.org/wiki/Item_Sling[/url]
[code=:0]
sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000);
[/code]
should be changed to [code=:0]
sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 3000);
[/code]
the timer is wrong.
Emistry - Mar 19, 2015 16:55
other than this, even the timer is set back correctly,
it seem like the characters still can STAND back even the status is still active.
src/map/clif.c[code=:0]
case 0x03: // standup
if (!pc_issit(sd)) {
//Bugged client? Just refresh them.
clif->standing(&sd->bl);
return;
}
+ if ( sd->sc.data[SC_BANANA_BOMB_SITDOWN_POSTDELAY] && pc_issit(sd) ) {
+ return;
+ }
[/code]
i temporary added this to make it work to avoid the characters from standing back if the status of Banana Bomb is still active. .. >.<
Paoly28 - Apr 2, 2015 7:37
i think getting attack will force players affected by banana bomb to force stand. imma test this :3