From ad2984c2c9b45bbf165df50f0bbe8b33e15559c1 Mon Sep 17 00:00:00 2001
From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54>
Date: Fri, 13 May 2011 22:51:56 +0000
Subject: [PATCH] Blodo Spray correctly handles its disease chance

git-svn-id: http://svn.net-core.org/repos/t-engine4@3349 51575b47-30f0-44d4-a5cc-537603b46e54
---
 game/modules/tome/data/damage_types.lua | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/game/modules/tome/data/damage_types.lua b/game/modules/tome/data/damage_types.lua
index a518053cf2..ad5ea98e0c 100644
--- a/game/modules/tome/data/damage_types.lua
+++ b/game/modules/tome/data/damage_types.lua
@@ -1033,7 +1033,7 @@ newDamageType{
 		if _G.type(dam) == "number" then dam = {dam=dam} end
 		DamageType:get(DamageType.BLIGHT).projector(src, x, y, DamageType.BLIGHT, dam.dam)
 		local target = game.level.map(x, y, Map.ACTOR)
-		if target and target:canBe("disease") then
+		if target and target:canBe("disease") and rng.percent(dam.disease_chance or 20) then
 			local eff = rng.table{{target.EFF_ROTTING_DISEASE, "con"}, {target.EFF_DECREPITUDE_DISEASE, "dex"}, {target.EFF_WEAKNESS_DISEASE, "str"}}
 			target:setEffect(eff[1], dam.dur or 5, { src = src, [eff[2]] = dam.disease_power or 5, dam = dam.disease_dam or (dam.dam / 5) })
 		end
-- 
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