// goto Hercules/src/map/skill.c, find HP_ASSUMPTIO skill and change this:
if( sd && dstmd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
// to this:
case HP_ASSUMPTIO:
if(pc->isequipped(sd, ITEMID_ASSUMPTIOHEADGEAR))
{
int index = 0;
status->current_equip_item_index = index = sd->equip_index[EQI_HEAD_TOP];
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
else if( sd )
party->foreachsamemap(skill->area_sub, sd, (sd->status.inventory[index].refine >= 5? 5:3), src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
}
else
{
if( sd && dstmd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
}
break;
// goto Hercules/src/map/itemdb.h, find enum item_itemid { and add below this:
ITEMID_ASSUMPTIOHEADGEAR = 1599, // 1599 = your item ID> Makes Assumptio affect friendly targets around your chosen target as well.> AOE will be 3x3 cell
> if headgear is plus 5 AOE will be 5x5