Issue information

Issue ID
#8011
Status
Working as Intended
Severity
None
Started
Triedge
Feb 8, 2014 5:28
Last Post
Ind
Feb 11, 2014 0:46
Confirmation
Yes (0)
No (1)

Triedge - Feb 8, 2014 5:28

[b]Client[/b]: 2013-12-23cRagexe
[b]#define ENABLE_PACKETVER_RE[/b]
[b]#define PACKETVER 20131223[/b]

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.

evilpuncker - Feb 8, 2014 20:50

don't use #define ENABLE_PACKETVER_RE since 2013-12-23cRagexe isn't a RE client, maybe that is the problem

Triedge - Feb 9, 2014 6:34

Nope.
remains the same with that error.

Triedge - Feb 10, 2014 16:12

bump

Ind - Feb 10, 2014 19:45

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?

Triedge - Feb 11, 2014 0:11

I do not know.
I will try to replace [b]Battle.c[/b], [b]skill.c[/b] and [b]status.c[/b] see if repaired or not most will.

Triedge - Feb 11, 2014 0:34

okay... bug if for un mod.[quote]
#endif
[b][color=#ff0000]if(skill_id == 0) d.dmotion = 0;[/color][/b]
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;[/quote]
In theory you should only do normal attacks, do not cause dmotion animation.

Ind - Feb 11, 2014 0:46

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