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authorJesusaves <cpntb1@ymail.com>2020-06-23 11:27:48 -0300
committerJesusaves <cpntb1@ymail.com>2020-06-23 11:27:48 -0300
commitdf74a443f94907add37ef6d05ae4116105b1bf85 (patch)
treea53db5cdbc0b5bf1b6c4ad57e5a517724074d307
parent7280983c82a891933eb937ed6af6ac3f1a1472d6 (diff)
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The order in which Nilfheim does things actually matter
It should harm first, and freeze second. Otherwise, freeze effects will be lost by the skill damage D:
-rw-r--r--npc/functions/hub.txt2
1 files changed, 1 insertions, 1 deletions
diff --git a/npc/functions/hub.txt b/npc/functions/hub.txt
index 8db4929ef..074fd54a3 100644
--- a/npc/functions/hub.txt
+++ b/npc/functions/hub.txt
@@ -305,8 +305,8 @@ function script HUB_SkillInvoke {
case TMW2_NILFHEIM:
// Nilfheim cast on self?
.@PW=80+(10*@skillLv);
- areasc(8, 10000, SC_FREEZE, BL_PC | BL_MOB | BL_MER | BL_HOM, "filter_hostile"); // Maybe filter_notme() would work better, indeed
areaharm(getcharid(3), 8, AdjustSpellpower(.@PW), HARM_MAGI, Ele_Water);
+ areasc(8, 15000, SC_FREEZE, BL_PC | BL_MOB | BL_MER | BL_HOM, "filter_hostile"); // Maybe filter_notme() would work better, indeed
break;
case TMW2_JUDGMENT:
debugmes "Target: %d (%d,%d)", @skillTarget, @skillTargetX, @skillTargetY;