diff --git a/data/dfndata/items/gear/weapons/weapons_lbr/fencing_lbr.dfn b/data/dfndata/items/gear/weapons/weapons_lbr/fencing_lbr.dfn index 9735ff512..b43c72665 100644 --- a/data/dfndata/items/gear/weapons/weapons_lbr/fencing_lbr.dfn +++ b/data/dfndata/items/gear/weapons/weapons_lbr/fencing_lbr.dfn @@ -14,6 +14,7 @@ damage=2 36 hp=31 80 spd=46 str=30 +script=5050//weapon_abilties.js } // Tribal Spear - LBR stats (default) @@ -26,6 +27,7 @@ damage=4 40 hp=31 80 spd=46 str=30 +script=5050//weapon_abilties.js } // Kryss - LBR stats (default) @@ -74,6 +76,7 @@ damage=4 16 hp=31 60 spd=45 str=15 +script=5050//weapon_abilties.js } // Age of Shadows @@ -88,6 +91,7 @@ damage=4 28 hp=31 110 spd=37 str=20 +script=5050//weapon_abilties.js } // Lance - LBR stats (default) @@ -114,6 +118,7 @@ damage=4 32 hp=90 95 spd=32 str=30 +script=5050//weapon_abilties.js } // Tekagi - LBR stats (default) @@ -138,6 +143,7 @@ damage=3 22 hp=35 60 spd=56 str=10 +script=5050//weapon_abilties.js } // Sai - LBR stats (default) @@ -150,6 +156,7 @@ damage=3 22 hp=55 60 spd=56 str=10 +script=5050//weapon_abilties.js } //------------------------------------------------------------------------------------------------// @@ -165,6 +172,7 @@ damage=3 22 hp=30 60 spd=50 str=10 +script=5050//weapon_abilties.js } // Elven Spellblade - LBR stats (default) @@ -252,6 +260,7 @@ damage=4 28 hp=31 110 spd=37 str=20 +script=5050//weapon_abilties.js } // Dual Pointed Spear - LBR stats (default) @@ -264,6 +273,7 @@ damage=3 23 hp=31 80 spd=50 str=20 +script=5050//weapon_abilties.js } // Gargish Tekagi - LBR stats (default) @@ -276,6 +286,7 @@ damage=3 22 hp=35 60 spd=56 str=5 +script=5050//weapon_abilties.js } //------------------------------------------------------------------------------------------------// diff --git a/data/dfndata/items/gear/weapons/weapons_lbr/maces_hammers_lbr.dfn b/data/dfndata/items/gear/weapons/weapons_lbr/maces_hammers_lbr.dfn index 52611bd94..7b08266d2 100644 --- a/data/dfndata/items/gear/weapons/weapons_lbr/maces_hammers_lbr.dfn +++ b/data/dfndata/items/gear/weapons/weapons_lbr/maces_hammers_lbr.dfn @@ -86,6 +86,7 @@ damage=8 36 hp=31 110 spd=31 str=40 +script=5050//weapon_abilties.js } // Maul - LBR stats (default) @@ -141,6 +142,7 @@ damage=6 23 hp=55 60 spd=54 str=25 +script=5050//weapon_abilties.js } // Tetsubo - LBR stats (default) @@ -153,6 +155,7 @@ damage=7 27 hp=60 65 spd=43 str=25 +script=5050//weapon_abilties.js } // Nunchaku - LBR stats (default) @@ -165,6 +168,7 @@ damage=7 27 hp=40 55 spd=43 str=15 +script=5050//weapon_abilties.js } //------------------------------------------------------------------------------------------------// @@ -219,6 +223,7 @@ spd=31 str=40 value=27 13 weight=1000 +script=5050//weapon_abilties.js } // Gargish Tessen - LBR stats (default) @@ -231,6 +236,7 @@ spd=54 str=25 value=124 68 weight=500 +script=5050//weapon_abilties.js } //------------------------------------------------------------------------------------------------// diff --git a/data/dfndata/items/gear/weapons/weapons_lbr/staves_polearms_lbr.dfn b/data/dfndata/items/gear/weapons/weapons_lbr/staves_polearms_lbr.dfn index f3614c9d8..5d571f222 100644 --- a/data/dfndata/items/gear/weapons/weapons_lbr/staves_polearms_lbr.dfn +++ b/data/dfndata/items/gear/weapons/weapons_lbr/staves_polearms_lbr.dfn @@ -86,6 +86,7 @@ damage=5 43 hp=31 100 spd=26 str=40 +script=5050//weapon_abilties.js } // Age of Shadows @@ -100,6 +101,7 @@ damage=5 35 hp=31 105 spd=31 str=40 +script=5050//weapon_abilties.js } // Bladed Staff - LBR stats (default) @@ -112,6 +114,7 @@ damage=4 31 hp=21 115 spd=36 str=35 +script=5050//weapon_abilties.js } // Double Bladed Staff - LBR stats (default) diff --git a/data/dfndata/items/gear/weapons/weapons_lbr/swords_lbr.dfn b/data/dfndata/items/gear/weapons/weapons_lbr/swords_lbr.dfn index 2bf850b30..c0d78e360 100644 --- a/data/dfndata/items/gear/weapons/weapons_lbr/swords_lbr.dfn +++ b/data/dfndata/items/gear/weapons/weapons_lbr/swords_lbr.dfn @@ -124,6 +124,7 @@ damage=6 44 hp=36 50 spd=22 str=70 +script=5050//weapon_abilties.js } // Samurai Empire @@ -138,6 +139,7 @@ damage=5 35 hp=31 95 spd=31 str=35 +script=5050//weapon_abilties.js } // Wakizashi - LBR stats (default) @@ -174,6 +176,7 @@ damage=4 29 hp=45 70 spd=39 str=35 +script=5050//weapon_abilties.js } //------------------------------------------------------------------------------------------------// @@ -214,6 +217,7 @@ spd=36 str=25 value=49 25 weight=700 +script=5050//weapon_abilties.js } //------------------------------------------------------------------------------------------------// @@ -325,6 +329,7 @@ spd=39 str=35 value=74 41 weight=800 +script=5050//weapon_abilties.js } //------------------------------------------------------------------------------------------------// diff --git a/data/dictionaries/dictionary.CSY b/data/dictionaries/dictionary.CSY index 80bbc74e3..f209b0953 100644 --- a/data/dictionaries/dictionary.CSY +++ b/data/dictionaries/dictionary.CSY @@ -5036,6 +5036,13 @@ 17619=Jako kolegovi z cechu vám mohu poskytnout prémiovou cenu za toto! 17620=To nestačí na pokrytí členského poplatku cechu, omlouvám se. 17621=Čas od vstupu do cechu: %i minut. +// [17701-17710] Zbraňové schopnosti +17701=Dostanete paralyzující ránu! +17702=Zasadíte paralyzující ránu! +17703=Dostanete drtivou ránu! +17704=Zasadíte zdrcující ránu! +17705=Dostanete otřes mozku! +17706=Dáváte otřes mozku! // Převlékací souprava 18000=Vandyke 18001=Vousy diff --git a/data/dictionaries/dictionary.ENG b/data/dictionaries/dictionary.ENG index e4a54eefb..612de3716 100644 --- a/data/dictionaries/dictionary.ENG +++ b/data/dictionaries/dictionary.ENG @@ -5036,6 +5036,13 @@ 17619=As a fellow guild member, I can give you a premium price for this! 17620=That's not enough to cover the guild membership fee, sorry. 17621=Time since joining guild: %i minutes. +// [17701-17710] Weapon Abiltiies +17701=You receive a paralyzing blow! +17702=You deliver a paralyzing blow! +17703=You receive a crushing blow! +17704=You deliver a crushing blow! +17705=You receive a concussion blow! +17706=You deliver a concussion blow! // Disguise Kit 18000=Vandyke 18001=Mustache diff --git a/data/dictionaries/dictionary.FRE b/data/dictionaries/dictionary.FRE index ce2e1173b..fc37b8973 100644 --- a/data/dictionaries/dictionary.FRE +++ b/data/dictionaries/dictionary.FRE @@ -5192,6 +5192,13 @@ 17619=En tant que membre de la guilde, je peux vous faire bénéficier d'un tarif préférentiel ! 17620=Ce n'est pas assez pour couvrir les frais d'adhésion à la guilde, désolé. 17621=Depuis que vous avez rejoint la guilde : %i minutes. +// [17701-17710] Capacités des armes +17701=Vous recevez un coup paralysant ! +17702=Vous portez un coup paralysant ! +17703=Vous recevez un coup dévastateur ! +17704=Vous portez un coup dévastateur ! +17705=Vous recevez un coup de commotion cérébrale ! +17706=Vous portez un coup de commotion cérébrale ! // Kit de déguisement 18000=Vandyke 18001=Moustache diff --git a/data/dictionaries/dictionary.GER b/data/dictionaries/dictionary.GER index 69e1fea2f..c32817764 100644 --- a/data/dictionaries/dictionary.GER +++ b/data/dictionaries/dictionary.GER @@ -5036,6 +5036,13 @@ 17619=Als Gildenmitglied kann ich Ihnen dafür einen Premiumpreis anbieten! 17620=Das ist nicht genug, um den Mitgliedsbeitrag für die Gilde zu bezahlen, tut mir leid. 17621=Zeit seit dem Beitritt zur Gilde: %i Minuten. +// [17701-17710] Waffenfähigkeiten +17701=Du erhältst einen lähmenden Schlag! +17702=Du versetztest einen lähmenden Schlag! +17703=Du erhältst einen vernichtenden Schlag! +17704=Du hast einen vernichtenden Schlag ausgeführt! +17705=Sie erhalten eine Gehirnerschütterung! +17706=Sie versetzen einen Gehirnerschütterungsstoß! // Verkleidungsset 18000=Vandyke 18001=Schnurrbart diff --git a/data/dictionaries/dictionary.ITA b/data/dictionaries/dictionary.ITA index 5655f0a13..dafd4fd88 100644 --- a/data/dictionaries/dictionary.ITA +++ b/data/dictionaries/dictionary.ITA @@ -5036,6 +5036,13 @@ 17619=Come membro della gilda, posso offrirti un prezzo maggiorato per questo! 17620=Non è abbastanza per coprire la quota di iscrizione alla gilda, mi dispiace. 17621=Tempo trascorso dall'ingresso in gilda: %i minuti. +// [17701-17710] Abilità delle armi +17701=Ricevi un colpo paralizzante! +17702=Sferri un colpo paralizzante! +17703=Ricevi un colpo devastante! +17704=Sferri un colpo devastante! +17705=Ricevi un colpo stordente! +17706=Hai sferrato un colpo stordente! // Kit di travestimento 18000=Vandyke 18001=Baffi diff --git a/data/dictionaries/dictionary.POL b/data/dictionaries/dictionary.POL index c1c17fa4b..84c7293ab 100644 --- a/data/dictionaries/dictionary.POL +++ b/data/dictionaries/dictionary.POL @@ -5036,6 +5036,13 @@ 17619=Jako członek gildii, mogę dać ci za to wyższą cenę! 17620=To za mało, by pokryć opłatę za członkostwo w gildii, przykro mi. 17621=Czas od dołączenia do gildii: %i minut. +// [17701-17710] Zdolności broni +17701=Otrzymujesz paraliżujący cios! +17702=Zadajesz paraliżujący cios! +17703=Otrzymujesz miażdżący cios! +17704=Zadajesz miażdżący cios! +17705=Otrzymujesz wstrząs mózgu! +17706=Zadajesz wstrząs mózgu! // Zestaw do kamuflażu 18000=Vandyke 18001=Wąsy diff --git a/data/dictionaries/dictionary.PTG b/data/dictionaries/dictionary.PTG index ce9601e8f..c8e89e1e3 100644 --- a/data/dictionaries/dictionary.PTG +++ b/data/dictionaries/dictionary.PTG @@ -5036,6 +5036,13 @@ 17619=Como membro da guilda, posso oferecer-lhe um preço premium por isto! 17620=Isso não é suficiente para cobrir a taxa de inscrição no Grémio, lamento. 17621=Tempo desde que se juntou ao grémio: %i minutos. +// [17701-17710] Habilidades com armas +17701=Você recebe um golpe paralisante! +17702=Você desfere um golpe paralisante! +17703=Você recebe um golpe esmagador! +17704=Você desferiu um golpe esmagador! +17705=Você recebe uma concussão! +17706=Você desfere um golpe de concussão! // Kit de disfarce 18000=Vandyke 18001=Mustache diff --git a/data/dictionaries/dictionary.SPA b/data/dictionaries/dictionary.SPA index 7263116c4..1caa37ee0 100644 --- a/data/dictionaries/dictionary.SPA +++ b/data/dictionaries/dictionary.SPA @@ -5036,6 +5036,13 @@ 17619=¡Como miembro del gremio, puedo ofrecerte un precio especial por esto! 17620=No es suficiente para cubrir la cuota de miembro del gremio, lo siento. 17621=Tiempo desde que se unió al gremio: %i minutos. +// [17701-17710] Habilidades de armas +17701=¡Recibes un golpe paralizante! +17702=¡Das un golpe paralizante! +17703=¡Recibes un golpe aplastante! +17704=¡Das un golpe aplastante! +17705=¡Recibes un golpe de conmoción cerebral! +17706=¡Le has dado un golpe de conmoción cerebral! // Kit de Disfraz 18000=Vandyke 18001=Bigote diff --git a/data/dictionaries/dictionary.ZRO b/data/dictionaries/dictionary.ZRO index aca5a8424..3f8c0ef3f 100644 --- a/data/dictionaries/dictionary.ZRO +++ b/data/dictionaries/dictionary.ZRO @@ -5017,6 +5017,13 @@ 17619=As a fellow guild member, I can give you a premium price for this! 17620=That's not enough to cover the guild membership fee, sorry. 17621=Time since joining guild: %i minutes. +// [17701-17710] Weapon Abiltiies +17701=You receive a paralyzing blow! +17702=You deliver a paralyzing blow! +17703=You receive a crushing blow! +17704=You deliver a crushing blow! +17705=You receive a concussion blow! +17706=You deliver a concussion blow! // Disguise Kit 18000=Vandyke 18001=Mustache diff --git a/data/js/item/equip_effects/weapon_abilities.js b/data/js/item/equip_effects/weapon_abilities.js new file mode 100644 index 000000000..2c18c180c --- /dev/null +++ b/data/js/item/equip_effects/weapon_abilities.js @@ -0,0 +1,146 @@ +// Enable and Disable the weapon Special Moves +const paralyzingBlow = true; +const crushingBlow = true; +const concussionBlow = true; + +function onEquip( pEquipper, iEquipped ) +{ + pEquipper.AddScriptTrigger( 5050 ); +} + +// Remove script trigger on unequip +function onUnequip( pUnequipper, iUnequipped ) +{ + pUnequipper.RemoveScriptTrigger( 5050 ); +} + +function onAttack( pAttacker, pDefender ) +{ + const coreShardEra = GetServerSetting( "CoreShardEra" ); + var weaponType = TriggerEvent( 2500, "GetWeaponType", pAttacker, null ); + var anatomySkillValue = pAttacker.baseskills.anatomy; + var scaledSkillValue = anatomySkillValue / 4; + var randomDouble = Math.random() * 1000 + + if(( EraStringToNum( coreShardEra ) >= EraStringToNum("uor") && EraStringToNum( coreShardEra ) <= EraStringToNum( "lbr" )) && scaledSkillValue >= randomDouble ) + { + if( paralyzingBlow && weaponType == "TWOHND_FENCING" && pDefender.frozen == false ) + { + ParalyzingBlow( pAttacker, pDefender ); + } + else if( crushingBlow && weaponType == "LG_MACES" ) + { + CrushingBlow( pAttacker, pDefender ); + } + else if( concussionBlow && ( weaponType == "TWOHND_LG_SWORDS" || weaponType == "TWOHND_AXES" || weaponType == "BARDICHE" ) && pDefender.GetTempTag( "concussion" ) == 0 ) + { + ConcussionBlow( pAttacker, pDefender ); + } + } +} + +/* +A special attack is available to those with the Fencing skill who wield 2 - handed Fencing weapons in combat.Upon a successful hit, +there is a small chance to inflict a Paralyzing Blow.The victim is paralyzed for five seconds and unable to fight back or cast spells.However, +the victim may still use potions and bandages while paralyzed. +A paralyzed victim may not break this paralysis by any means and may not be paralyzed again until the paralysis wears off. +The base chance to inflict this special damage is your Anatomy skill level divided by 4. +*/ + +function ParalyzingBlow( pAttacker, pDefender ) +{ + var seconds = 3000; // We want this applied to players even if they are "offline" (aka disconnected but not vanished from view yet) + if( pDefender.npc ) + { + seconds = 6000; + } + else if( pDefender.socket ) + { + pDefender.TextMessage( GetDictionaryEntry( 17701, pDefender.socket.language ), false, 0x3b2, 0, pDefender.serial );// You receive a paralyzing blow! + } + + pDefender.StartTimer( seconds, 1, true ); + pDefender.frozen = true; + + if( pAttacker.socket ) + { + pAttacker.TextMessage( GetDictionaryEntry( 17702, pAttacker.socket.language ), false, 0x3b2, 0, pAttacker.serial );// You deliver a paralyzing blow! + pAttacker.SoundEffect( 0x11C, true ); + } +} + +/* +Mace Fighting has two advantages over other types of combat: +A mace does considerable damage to the armor of your opponent. +Mace fighters have a chance of "stunning" their opponent for a moment. +Upon a successful hit with a two handed Mace type weapon (excluding staves), +there will be a small chance to perform a Crushing Blow, which is a hit for double damage. +The base chance to inflict this special damage is your Anatomy skill level divided by 4. The only weapon that can be used for this special attack is the War Hammer +*/ + +function CrushingBlow( pAttacker, pDefender ) +{ + var staminaLoss = Math.floor( Math.random() * ( 5 - 3 + 1 )) + 3; + if( pDefender.socket ) + { + pDefender.TextMessage(GetDictionaryEntry( 17703, pDefender.socket.language ), false, 0x3b2, 0, pDefender.serial );// You receive a crushing blow! + } + + pDefender.stamina -= staminaLoss; + + if( pAttacker.socket ) + { + pAttacker.TextMessage( GetDictionaryEntry( 17704, pAttacker.socket.language ), false, 0x3b2, 0, pAttacker.serial );// You deliver a crushing blow! + pAttacker.SoundEffect( 0x11C, true ); + } +} + +/* +If a swordsman is using a two-handed weapon, he may sometimes deliver a Concussion Blow, +during which the victims intelligence is halved for 30 seconds. The effects of a concussion blow are not cumulative, +once a target is the victim of a concussion blow, they cannot be hit in that manner again for 30 seconds. +The base chance to deliver this special blow is your Anatomy skill level divided by 4. +*/ + +function ConcussionBlow( pAttacker, pDefender ) +{ + if( pDefender.socket ) + { + pDefender.TextMessage( GetDictionaryEntry( 17705, pDefender.socket.language ), false, 0x3b2, 0, pDefender.serial );// You receive a concussion blow! + } + + // Drop pDefender's tempint by half their intelligence! + var cbTempIntDiff = Math.round( pDefender.intelligence / 2 ); + pDefender.tempint -= cbTempIntDiff; + + // Store the amount dropped in a tag, to be retrieved and reversed after timer has ran out + pDefender.SetTag( "cbTempIntDiff", cbTempIntDiff ); + + // Mark pDefender as concussed + pDefender.SetTag( "concussion", 1 ); + + pDefender.StartTimer( 30000, 2, true ); + + if( pAttacker.socket ) + { + pAttacker.TextMessage( GetDictionaryEntry( 17706, pAttacker.socket.language ), false, 0x3b2, 0, pAttacker.serial );// You deliver a concussion blow! + pAttacker.SoundEffect( 0x11C, true ); + } +} + +function onTimer( timerObj, timerID ) +{ + if( timerID == 1 ) + { + timerObj.frozen = false; + } + + if( timerID == 2 ) + { + timerObj.tempint += parseInt( timerObj.GetTag( "cbTempIntDiff" )); + timerObj.SetTag( "cbTempIntDiff", null ); + timerObj.SetTag( "concussion", null ); + } +} + +function _restorecontext_() {} \ No newline at end of file diff --git a/data/js/jse_fileassociations.scp b/data/js/jse_fileassociations.scp index c1a5fb1ea..4e5c4fc30 100644 --- a/data/js/jse_fileassociations.scp +++ b/data/js/jse_fileassociations.scp @@ -268,6 +268,7 @@ 5047=item/consumables/new_player_ticket.js 5048=item/teleport_item.js 5049=item/equip_effects/bandagehealingbonus.js +5050=item/equip_effects/weapon_abilities.js //------------------------------------------- // Camps [5500-5599] diff --git a/data/js/server/data/combatanims.js b/data/js/server/data/combatanims.js index 6f2f45cce..df04efa95 100644 --- a/data/js/server/data/combatanims.js +++ b/data/js/server/data/combatanims.js @@ -49,6 +49,7 @@ function GetFootCombatAnim( pUser, weaponType ) case "TWOHND_LG_SWORDS": case "BARDICHE": case "TWOHND_AXES": + case "TWOHND_STAFFS": { switch( RandomNumber( 0, 1 ) ) { @@ -102,6 +103,7 @@ function GetHorseCombatAnim( pUser, weaponType ) case "BARDICHE": case "TWOHND_AXES": case "LG_MACES": + case "TWOHND_STAFFS": combatAnim = 0x1D; break; case "DEF_SWORDS": diff --git a/data/js/server/data/weapontypes.js b/data/js/server/data/weapontypes.js index a643ae2c5..42fe15a2b 100644 --- a/data/js/server/data/weapontypes.js +++ b/data/js/server/data/weapontypes.js @@ -207,7 +207,7 @@ function GetWeaponType( mChar, itemID ) case 0x48B2: //gargish axe - SA case 0x48B3: //gargish axe - SA weaponType = "TWOHND_AXES"; break; - // Default Maces + // Default Maces case 0x0FB4: //sledge hammer case 0x0FB5: //sledge hammer case 0x0F5C: //mace @@ -232,14 +232,30 @@ function GetWeaponType( mChar, itemID ) case 0x257F: //war mace - LBR case 0x2D24: //diamond mace - ML case 0x2D30: //diamond mace - ML - case 0x2D25: //wild staff - ML - case 0x2D31: //wild staff - ML case 0x0903: //gargish disc mace - SA case 0x406E: //gargish disc mace - SA case 0x48C2: //gargish maul - SA case 0x48C3: //gargish maul - SA weaponType = "DEF_MACES"; break; - // Large Maces + // Large Maces + case 0x1438: //war hammer + case 0x1439: //war hammer + case 0x2555: //ettin hammer - LBR + case 0x2559: //ogre's club - LBR + case 0x2565: //troll maul - LBR + case 0x2566: //frost troll club - LBR + case 0x27A3: //tessen - SE + case 0x27EE: //tessen - SE + case 0x27A6: //tetsubo - SE + case 0x27F1: //tetsubo - SE + case 0x27AE: //nunchako - SE + case 0x27F9: //nunchako - SE + case 0x48C0: //gargish war hammer - SA + case 0x48C1: //gargish war hammer - SA + case 0x48CC: //gargish tessen - SA + case 0x48CD: //gargish tessen - SA + weaponType = "LG_MACES"; break; + // Staffs - treated differently in some cases than other maces case 0x13F4: //crook case 0x13F5: //crook case 0x13F8: //gnarled staff @@ -250,31 +266,17 @@ function GetWeaponType( mChar, itemID ) case 0x0E82: //shepherd's crook case 0x0E89: //quarter staff case 0x0E8A: //quarter staff - case 0x1438: //war hammer - case 0x1439: //war hammer - case 0x2555: //ettin hammer - LBR case 0x2556: //liche's staff - LBR - case 0x2559: //ogre's club - LBR case 0x255A: //ophidian staff - LBR case 0x2561: //terathan staff - LBR - case 0x2565: //troll maul - LBR - case 0x2566: //frost troll club - LBR case 0x2568: //orc mage staff - LBR case 0x2569: //bone mage staff - LBR case 0x256B: //magic staff - LBR case 0x256C: //magic staff - LBR case 0x256D: //magic staff - LBR case 0x256E: //magic staff - LBR - case 0x27A3: //tessen - SE - case 0x27EE: //tessen - SE - case 0x27A6: //tetsubo - SE - case 0x27F1: //tetsubo - SE - case 0x27AE: //nunchako - SE - case 0x27F9: //nunchako - SE - case 0x48C0: //gargish war hammer - SA - case 0x48C1: //gargish war hammer - SA - case 0x48CC: //gargish tessen - SA - case 0x48CD: //gargish tessen - SA + case 0x2D25: //wild staff - ML + case 0x2D31: //wild staff - ML case 0x0905: //gargish glass staff - SA case 0x4070: //gargish glass staff - SA case 0x0906: //gargish serpentstone staff - SA @@ -283,7 +285,7 @@ function GetWeaponType( mChar, itemID ) case 0xA344: //skull staff east case 0xA347: //gargoyle skull staff south case 0xA348: //gargoyle skull staff east - weaponType = "LG_MACES"; break; + weaponType = "TWOHND_STAFFS"; break; // Bows case 0x13B1: //bow case 0x13B2: //bow diff --git a/source/Changelog.txt b/source/Changelog.txt index 77ef8f59f..379a4ec67 100644 --- a/source/Changelog.txt +++ b/source/Changelog.txt @@ -8,6 +8,7 @@ Added ReDeed Addon Gump js for redeeding new addons VIA Gump. (js redeedaddon) Added snowpile js Now you can smash your enemys face with snow. (js snowpile) Updated axe.js with new redeed gump. (js axe) + Added Paralyzing Blow, Crushing Blow, and Concussion Blow. (js weapon_abilities) 14/11/2023 - Warden Fixed crafting rank sytem modifiers.