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Fixes Grimtooth not causing SC_QUAGMIRE status to monsters (#6215)

Daegaladh 3 年之前
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136fc5da84
共有 3 個文件被更改,包括 7 次插入0 次删除
  1. 1 0
      db/pre-re/skill_db.yml
  2. 1 0
      db/re/skill_db.yml
  3. 5 0
      src/map/skill.cpp

+ 1 - 0
db/pre-re/skill_db.yml

@@ -4746,6 +4746,7 @@ Body:
     HitCount: 1
     Element: Weapon
     SplashArea: 1
+    Duration2: 1000
     Requires:
       SpCost: 3
       Weapon:

+ 1 - 0
db/re/skill_db.yml

@@ -4990,6 +4990,7 @@ Body:
     HitCount: 1
     Element: Weapon
     SplashArea: 1
+    Duration2: 1000
     Requires:
       SpCost: 3
       Weapon:

+ 5 - 0
src/map/skill.cpp

@@ -1361,6 +1361,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
 		sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
 		break;
 
+	case AS_GRIMTOOTH:
+		if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
+			sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
+		break;
+
 	case WZ_FIREPILLAR:
 		unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
 		break;