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@@ -1657,9 +1657,6 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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break;
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}
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// Equipment breaking monster skills [Celest]
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- case NPC_WEAPONBRAKER:
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- skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
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- break;
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case NPC_ARMORBRAKE:
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skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
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break;
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@@ -2226,8 +2223,12 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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rate = 0;
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if( sd )
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rate += sd->bonus.break_weapon_rate;
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- if( sc && sc->data[SC_MELTDOWN] )
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- rate += sc->data[SC_MELTDOWN]->val2;
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+ if (sc) {
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+ if (sc->data[SC_MELTDOWN])
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+ rate += sc->data[SC_MELTDOWN]->val2;
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+ if (sc->data[SC_WEAPONBREAKER])
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+ rate += sc->data[SC_WEAPONBREAKER]->val2;
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+ }
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if( rate )
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skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
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@@ -5078,7 +5079,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case NPC_UNDEADATTACK:
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case NPC_CHANGEUNDEAD:
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case NPC_ARMORBRAKE:
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- case NPC_WEAPONBRAKER:
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case NPC_HELMBRAKE:
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case NPC_SHIELDBRAKE:
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case NPC_BLINDATTACK:
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@@ -7674,6 +7674,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case NPC_MAGICMIRROR:
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case ST_PRESERVE:
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case NPC_KEEPING:
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+ case NPC_WEAPONBRAKER:
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case NPC_BARRIER:
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case NPC_INVINCIBLE:
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case NPC_INVINCIBLEOFF:
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