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author | Jesusaves <cpntb1@ymail.com> | 2020-07-01 02:08:19 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2020-07-01 02:08:19 -0300 |
commit | 759c8ed9ea2b7b3a049487ee1e1b06f331b50574 (patch) | |
tree | 467c0b54601f46f5b250b8d4d80132e3bb2480d4 /npc | |
parent | eda48f49dce45359a253bbad7c13303803e1474b (diff) | |
download | serverdata-759c8ed9ea2b7b3a049487ee1e1b06f331b50574.tar.gz serverdata-759c8ed9ea2b7b3a049487ee1e1b06f331b50574.tar.bz2 serverdata-759c8ed9ea2b7b3a049487ee1e1b06f331b50574.tar.xz serverdata-759c8ed9ea2b7b3a049487ee1e1b06f331b50574.zip |
[skip ci] We need some sleep2() for the brawlers skills
Diffstat (limited to 'npc')
-rw-r--r-- | npc/functions/hub.txt | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/npc/functions/hub.txt b/npc/functions/hub.txt index 064b34422..12631334e 100644 --- a/npc/functions/hub.txt +++ b/npc/functions/hub.txt @@ -567,7 +567,9 @@ function script HUB_SkillInvoke { if (getequipid(EQI_HAND_L) > 0) .@PW=.@PW/2; harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); break; case TMW2_BEARSTRIKE: @@ -577,9 +579,13 @@ function script HUB_SkillInvoke { if (getequipid(EQI_HAND_L) > 0) .@PW=.@PW/2; harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); break; case TMW2_ALLINONE: @@ -590,12 +596,19 @@ function script HUB_SkillInvoke { .@PW=.@PW/2; //harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Fire); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Water); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Earth); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Wind); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Holy); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Shadow); + sleep2(10); harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Ghost); + sleep2(10); // The main elemental-less blast hits all in same square, // and also hits behind (and on your square) rectharm(@skillTarget, 0, 1, AdjustAttackpower(.@PW/2), HARM_PHYS, Ele_Neutral); |