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 -- GitLab