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authorPlaytester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-05-18 20:45:44 +0000
committerPlaytester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-05-18 20:45:44 +0000
commit9ccaf9b439bb3254733c65d92ffc33e4e984b56c (patch)
tree482bca2ebf3e855856ab7d75915895f32d6cc2a3 /src/map/status.c
parentb98423cf76290dfd3b6ee8e0fc32bbf78068b382 (diff)
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* Item-bonuses and NPC skills now use the official default durations for status changes
- you gain Curse immunity if you have 0 Luk (seems buggy but is official) - our status defense stats are already fully correct :-) - thanks to ultramage for testing this git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13790 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 619da9bd6..8f09203d4 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -122,16 +122,16 @@ void initChangeTables(void)
memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
//First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
- set_sc( MG_STONECURSE , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
- set_sc( MG_FROSTDIVER , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
- set_sc( DC_WINKCHARM , SC_CONFUSION , SI_BLANK , SCB_NONE );
+ set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
- set_sc( LK_HEADCRUSH , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
+ set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
//The main status definitions
@@ -4535,14 +4535,14 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc_def = 3 +status->mdef;
break;
case SC_CURSE:
- //Special property: inmunity when luk is greater than level
- if (status->luk > status_get_lv(bl))
+ //Special property: inmunity when luk is greater than level or zero
+ if (status->luk > status_get_lv(bl) || status->luk == 0)
return 0;
else
sc_def = 3 +status->luk;
tick_def = status->vit;
break;
- case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
+ case SC_BLIND:
sc_def = 3 +(status->vit + status->int_)/2;
break;
case SC_CONFUSION: