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author | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-02-09 03:09:25 +0000 |
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committer | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-02-09 03:09:25 +0000 |
commit | 2685644efe22ad7b250d1c3de02141993f287d38 (patch) | |
tree | 964af5a1913f6bd3116218bc6b995c1c9e133014 | |
parent | 6a3573e5f5bf52330b278dd0736112bf7f6f8938 (diff) | |
download | hercules-2685644efe22ad7b250d1c3de02141993f287d38.tar.gz hercules-2685644efe22ad7b250d1c3de02141993f287d38.tar.bz2 hercules-2685644efe22ad7b250d1c3de02141993f287d38.tar.xz hercules-2685644efe22ad7b250d1c3de02141993f287d38.zip |
Added some renewal behaviors of skills from bugreport:5302 (all under renewal mode)
- Venom Splasher no longer requires target to be at 3/4 or lower health to work.
- Deluge, Volcano and Violent Gale no longer require user to be of it's specific armor property to receive it's bonus.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15555 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | src/map/skill.c | 9 | ||||
-rw-r--r-- | src/map/status.c | 21 |
2 files changed, 20 insertions, 10 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 5b931e99f..b060e7db5 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -6224,7 +6224,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; case AS_SPLASHER: - if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) { + if(tstatus->mode&MD_BOSS + /** + * Renewal dropped the 3/4 hp requirement + **/ + #if isOFF(REMODE) + || tstatus-> hp > tstatus->max_hp*3/4 + #endif + ) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; diff --git a/src/map/status.c b/src/map/status.c index c745bad51..d9a9f6070 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -6157,22 +6157,25 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = 5 + val1*2; //Chance of casting break; case SC_VOLCANO: - if (status->def_ele == ELE_FIRE) - val2 = val1*10; //Watk increase - else + val2 = val1*10; //Watk increase + #if isOFF(REMODE) + if (status->def_ele != ELE_FIRE) val2 = 0; + #endif break; case SC_VIOLENTGALE: - if (status->def_ele == ELE_WIND) - val2 = val1*3; //Flee increase - else + val2 = val1*3; //Flee increase + #if isOFF(REMODE) + if (status->def_ele != ELE_WIND) val2 = 0; + #endif break; case SC_DELUGE: - if(status->def_ele == ELE_WATER) - val2 = deluge_eff[val1-1]; //HP increase - else + val2 = deluge_eff[val1-1]; //HP increase + #if isOFF(REMODE) + if(status->def_ele != ELE_WATER) val2 = 0; + #endif break; case SC_SUITON: if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) { |