diff --git a/src/world/Action/Action.cpp b/src/world/Action/Action.cpp index d6a923c0..47d1bcdf 100644 --- a/src/world/Action/Action.cpp +++ b/src/world/Action/Action.cpp @@ -432,7 +432,7 @@ void Action::Action::execute() // set currently casted action as the combo action if it interrupts a combo // ignore it otherwise (ogcds, etc.) - if( m_actionData->data().ComboContinue ) + if( !m_actionData->data().ComboContinue ) { // potential combo starter or correct combo from last action, must hit something to progress combo if( !m_hitActors.empty() && ( !isComboAction() || isCorrectCombo() ) ) @@ -559,7 +559,7 @@ void Action::Action::buildEffects() shouldRestoreMP = false; } - if( m_actionData->data().ComboContinue ) // we need something like m_actionData->hasNextComboAction + if( !m_actionData->data().ComboContinue ) // we need something like m_actionData->hasNextComboAction { m_effectBuilder->startCombo( m_pSource, getId() ); // this is on all targets hit }