Blast Mine will bypass 1 damage for plant monster

ThyroDree

New member
Messages
556
Points
0
Location
Philippines
Github
bosxkate23
Emulator
Anyone can help me? It is possible to make Blast Mine (Sniper Trap Skill) will bypass the 1 hp damage for plant monsters?

 
Hi.

In src/map/battle.c find function battle_calc_misc_attack() and replace:

switch(skill_id){
case HT_LANDMINE:
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
#ifdef RENEWAL
break;
#endif
default:
md.damage = 1;
}


With:

switch(skill_id){
case HT_BLASTMINE:
break;
case HT_LANDMINE:
case MA_LANDMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
#ifdef RENEWAL
break;
#endif
default:
md.damage = 1;
}






~Kenpachi

 
Hi.

In src/map/battle.c find function battle_calc_misc_attack() and replace:

switch(skill_id){
case HT_LANDMINE:
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
#ifdef RENEWAL
break;
#endif
default:
md.damage = 1;
}

switch(skill_id){
case HT_LANDMINE:
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
#ifdef RENEWAL
break;
#endif
default:
md.damage = 1;
}


With:

switch(skill_id){
case HT_BLASTMINE:
break;
case HT_LANDMINE:
case MA_LANDMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
#ifdef RENEWAL
break;
#endif
default:
md.damage = 1;
}

switch(skill_id){
case HT_BLASTMINE:
break;
case HT_LANDMINE:
case MA_LANDMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
#ifdef RENEWAL
break;
#endif
default:
md.damage = 1;
}






~Kenpachi
This works, thanks!

 
Back
Top