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authorHaru <haru@dotalux.com>2020-07-27 10:55:27 +0200
committerGitHub <noreply@github.com>2020-07-27 10:55:27 +0200
commitda6bd5bd44ab14f8dd2658912e92d959ed26b7ad (patch)
tree7807a698d05ee0b47f3e5148330e2ab521879702 /src/map/pc.h
parente90730312b92edc237088d601b1047ceff3402eb (diff)
parent9f39a74248de7908955cb876fa2fb936babd2546 (diff)
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Merge pull request #2790 from Kenpachi2k13/def_ele_tolerance
Add bonuses to reduce received damage based on attacker's defense element
Diffstat (limited to 'src/map/pc.h')
-rw-r--r--src/map/pc.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/map/pc.h b/src/map/pc.h
index e8e591b09..7afb35be2 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -396,6 +396,10 @@ BEGIN_ZEROED_BLOCK; // this block will be globally zeroed at the beginning of st
int rate, tick;
} def_set_race[RC_MAX], mdef_set_race[RC_MAX];
struct {
+ int rate_mob; //!< Damage reduction rate against monster's defense element.
+ int rate_pc; //!< Damage reduction rate against player's defense element.
+ } sub_def_ele[ELE_MAX], magic_sub_def_ele[ELE_MAX]; //!< Bonus bSubDefEle/bMagicSubDefEle data structure.
+ struct {
int atk_rate;
int arrow_atk,arrow_ele,arrow_cri,arrow_hit;
int nsshealhp,nsshealsp;