Corrects some details about new Alchemist Potions (#5335)

* Fixes the Concentrated Red, Blue, and Golden Syrup Potions to only require 5 Empty Potion Bottles instead of 10.
* Fixes Golden X to return 1 damage instead of 0 on reflect.
Thanks to @Badarosk0 and Sigma!
This commit is contained in:
Aleos 2020-08-20 14:56:39 -04:00 committed by GitHub
parent 0e4b36dbb8
commit 2afc3c1a7f
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2 changed files with 12 additions and 8 deletions

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@ -661,12 +661,12 @@
265,100232,29,2497,1,1092,10,507,45,608,5
//-- Blue Herb Activator <-- GN_S_PHARMACY Lvl, 10 Empty Testtube, 15 Blue Herb, 5 Yggdrasil Seed
266,100233,29,2497,1,1092,10,510,15,608,5
//-- Concentrated Red Syrup Potion <-- GN_S_PHARMACY Lvl, 10 Empty Testtube, 10 Empty Potion Bottle, 15 Red Syrup
267,1100003,29,2497,1,1092,10,1093,10,11621,15
//-- Concentrated Blue Syrup Potion <-- GN_S_PHARMACY Lvl, 10 Empty Testtube, 10 Empty Potion Bottle, 15 Blue Syrup
268,1100004,29,2497,1,1092,10,1093,10,11624,15
//-- Concentrated Golden Syrup Potion <-- GN_S_PHARMACY Lvl, 10 Empty Testtube, 10 Empty Potion Bottle, 15 White Syrup, 10 Yellow Syrup
269,1100005,29,2497,1,1092,10,1093,10,11623,15,11622,10
//-- Concentrated Red Syrup Potion <-- GN_S_PHARMACY Lvl, 10 Empty Testtube, 5 Empty Potion Bottle, 15 Red Syrup
267,1100003,29,2497,1,1092,10,1093,5,11621,15
//-- Concentrated Blue Syrup Potion <-- GN_S_PHARMACY Lvl, 10 Empty Testtube, 5 Empty Potion Bottle, 15 Blue Syrup
268,1100004,29,2497,1,1092,10,1093,5,11624,15
//-- Concentrated Golden Syrup Potion <-- GN_S_PHARMACY Lvl, 10 Empty Testtube, 5 Empty Potion Bottle, 10 White Syrup, 10 Yellow Syrup
269,1100005,29,2497,1,1092,10,1093,5,11623,10,11622,10
//===============================================
//--------------------LEVEL 30-----------

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@ -7304,8 +7304,12 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i
return 0;
}
if (ssc && (ssc->data[SC_REF_T_POTION] || ssc->data[SC_HELLS_PLANT]))
if (ssc) {
if (ssc->data[SC_HELLS_PLANT])
return 0;
if (ssc->data[SC_REF_T_POTION])
return 1; // Returns 1 damage
}
if (flag & BF_SHORT) {//Bounces back part of the damage.
if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {