One more small fix on 'bSPVanishRate' (tsd->status.hp * sd->sp_vanish_per/100 -> tsd->status.sp * sd->sp_vanish_per/100)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5111 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Komurka 2006-01-30 10:02:11 +00:00
parent b4d3e485db
commit 28c7a61687
3 changed files with 3 additions and 1 deletions

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@ -5,6 +5,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/01/30
* One more small fix on 'bSPVanishRate' (hp -> sp) [Komurka]
* Added bSPVanishRate to const.txt - Dark Priest Card should work now ^^
* Implemented bonus2 bSPVanishRate for Dark Priest Card [Komurka]
- it isn't finished - I get '[Warning]: pc_bonus2: unknown type 0 50 10!' ><

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@ -115,6 +115,7 @@ bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only
bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- HP -- absorption (+ n and x are carried out)
bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- SP -- absorption (+ n and x are carried out)
bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
bonus2 bAddMonsterDropItem,n,x; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
if 'x' is negative value, then it's a part of formula
chance = -x*(killed_mob_level/10)+1

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@ -3136,7 +3136,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
if (target && target->type == BL_PC && rand()%1000 < sd->sp_vanish_rate)
{
sp = tsd->status.hp * sd->sp_vanish_per/100;
sp = tsd->status.sp * sd->sp_vanish_per/100;
if (sp > 0)
pc_heal(tsd, 0, -sp);