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Merge pull request #723 from k0l11/fix-eula-a1
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fix eula a1 hitlag
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shizukayuki authored Aug 12, 2022
2 parents 4a66942 + f28eb17 commit 131277a
Showing 1 changed file with 4 additions and 2 deletions.
6 changes: 4 additions & 2 deletions internal/characters/eula/skill.go
Original file line number Diff line number Diff line change
Expand Up @@ -220,6 +220,8 @@ func (c *char) holdSkill(p map[string]int) action.ActionInfo {

//A1
if v == 2 {
// make sure this gets executed after hold e hitlag starts but before hold e is over
// this makes it so it doesn't get affected by hitlag after Hold E is over
aiA1 := combat.AttackInfo{
ActorIndex: c.Index,
Abil: "Icetide (Lightfall)",
Expand All @@ -232,8 +234,8 @@ func (c *char) holdSkill(p map[string]int) action.ActionInfo {
Mult: burstExplodeBase[c.TalentLvlBurst()] * 0.5,
}
c.QueueCharTask(func() {
c.Core.QueueAttack(aiA1, combat.NewCircleHit(c.Core.Combat.Player(), 1.5, false, combat.TargettableEnemy), 0, 0)
}, a1Hitmark)
c.Core.QueueAttack(aiA1, combat.NewCircleHit(c.Core.Combat.Player(), 1.5, false, combat.TargettableEnemy), a1Hitmark-(skillHoldHitmark+1), a1Hitmark-(skillHoldHitmark+1))
}, skillHoldHitmark+1)
}

//c1 add debuff
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