- Joined
- Sep 7, 2006
- Messages
- 245
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- 0
Add
in AbstractDealDamageHandler.java
Above
It didn't work, it works now. I for one think it's overpowered, but it's how it's like on GMS.
EDIT:
I tested it myself, I finally got around to setting up a test server. :3
Code:
if (attack.skill == 2121006) {
ISkill paralyze = SkillFactory.getSkill(2121006);
if (paralyze.getEffect(player.getSkillLevel(paralyze)).makeChanceResult()) {
if (totDamageToOneMonster > 0 && monster.isAlive()) {
MapleStatEffect paralyzeEffect = paralyze.getEffect(player.getSkillLevel(paralyze));
MonsterStatusEffect monsterStatusEffect = new MonsterStatusEffect(Collections.singletonMap(MonsterStatus.FREEZE, 1), paralyze, false);
monster.applyStatus(player, monsterStatusEffect, false, paralyze.getEffect(player.getSkillLevel(paralyze)).getDuration());
}
//break;
}
}
Above
Code:
if (player.getBuffedValue(MapleBuffStat.HAMSTRING) != null) {
ISkill hamstring = SkillFactory.getSkill(3121007);
if (hamstring.getEffect(player.getSkillLevel(hamstring)).makeChanceResult()) {
MonsterStatusEffect monsterStatusEffect = new MonsterStatusEffect(Collections.singletonMap(MonsterStatus.SPEED, hamstring.getEffect(player.getSkillLevel(hamstring)).getX()), hamstring, false);
monster.applyStatus(player, monsterStatusEffect, false, hamstring.getEffect(player.getSkillLevel(hamstring)).getY() * 1000);
}
}
EDIT:
I tested it myself, I finally got around to setting up a test server. :3

