summaryrefslogtreecommitdiff
path: root/npc
diff options
context:
space:
mode:
authorJesusaves <cpntb1@ymail.com>2020-06-26 14:49:36 -0300
committerJesusaves <cpntb1@ymail.com>2020-06-26 14:49:36 -0300
commit9456ac87dc990c1b059528bc19b9d85bbce44aa6 (patch)
treef151ab0e8792889d829dbdefa295344502655efe /npc
parent92d3154be14dd0166a562620444ab17c49e8057e (diff)
downloadserverdata-9456ac87dc990c1b059528bc19b9d85bbce44aa6.tar.gz
serverdata-9456ac87dc990c1b059528bc19b9d85bbce44aa6.tar.bz2
serverdata-9456ac87dc990c1b059528bc19b9d85bbce44aa6.tar.xz
serverdata-9456ac87dc990c1b059528bc19b9d85bbce44aa6.zip
[skip ci] This would be needed to make the combos to work
Horizontal, Diagonal, Vertical, Stab and then Grand Blast. This needs perfect sequencing, but we still have a problem: The skills can be used versus any target =/
Diffstat (limited to 'npc')
-rw-r--r--npc/functions/hub.txt7
1 files changed, 6 insertions, 1 deletions
diff --git a/npc/functions/hub.txt b/npc/functions/hub.txt
index 79a4b0990..20a13f07a 100644
--- a/npc/functions/hub.txt
+++ b/npc/functions/hub.txt
@@ -480,13 +480,14 @@ function script HUB_SkillInvoke {
// if SC_FREEZE or SC_COLD
break;
- // TODO: Something powerful for swords? Like a skill combo?
+ // Sword skills are a 5-skills combo
// No cast time, but cooldown present
// DEF lowers as cast, damage based on combo.
case TMW2_HORIZONTALSLASH:
.@PW=100;
.@PW+=(5*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
+ GetManaExp(@skillId, rand2(1,3));
break;
case TMW2_DIAGONALSLASH:
.@PW=100;
@@ -496,6 +497,7 @@ function script HUB_SkillInvoke {
.@PW+=30;
.@PW+=(5*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
+ GetManaExp(@skillId, rand2(1,3));
break;
case TMW2_VERTICALSLASH:
.@PW=100;
@@ -507,6 +509,7 @@ function script HUB_SkillInvoke {
.@PW+=100;
.@PW+=(5*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
+ GetManaExp(@skillId, rand2(1,3));
break;
case TMW2_STAB:
.@PW=100;
@@ -520,6 +523,7 @@ function script HUB_SkillInvoke {
.@PW+=200;
.@PW+=(5*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral);
+ GetManaExp(@skillId, rand2(1,3));
break;
case TMW2_GRANDBLAST:
.@PW=100;
@@ -535,6 +539,7 @@ function script HUB_SkillInvoke {
.@PW+=300;
.@PW+=(5*@skillLv);
harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Holy);
+ GetManaExp(@skillId, rand2(2,3));
break;
// Brawling Class