Issue information

Issue ID
#8203
Status
Fixed
Severity
High
Started
kyeme
May 17, 2014 14:16
Last Post
pan
Jul 2, 2014 18:09
Confirmation
N/A

kyeme - May 17, 2014 14:16

[url="https://github.com/HerculesWS/Hercules/blob/master/conf/groups.conf"][b]disable_pvm: true[/b][/url] can bypass Poison React skill so meaning GM can use Poison React to "envenom" monsters. Which is they should not be able to do that.

This post has been edited by kyeme on May 17, 2014 14:17

kyeme - May 19, 2014 2:07

Up~

kyeme - May 20, 2014 0:11

Up~

kyeme - May 22, 2014 10:48

~* Bumper *~

This post has been edited by kyeme on May 22, 2014 10:48

kyeme - May 27, 2014 4:37

[url="https://www.youtube.com/watch?v=3zUCr1doe20&feature=youtu.be"]https://www.youtube.com/watch?v=3zUCr1doe20&feature=youtu.be[/url]

kyeme - May 28, 2014 15:24

~ * Up * ~

Kichi - Jun 6, 2014 1:13

maybe this can fix

Battle.c[code=auto:0] if (tsc) { if (tsc->data[SC_POISONREACT] && ( rnd()%100 < tsc->data[SC_POISONREACT]->val3 || sstatus->def_ele == ELE_POISON ) /* && check_distance_bl(src, target, tstatus->rhw.range+1) Doesn't check range! o.O; */ && status->check_skilluse(target, src, TF_POISON, 0) + && battle->check_target(src, target, BCT_ENEMY) > 0 ){ //Poison React struct status_change_entry *sce = tsc->data[SC_POISONREACT]; if (sstatus->def_ele == ELE_POISON) { sce->val2 = 0; skill->attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0); } else { skill->attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); --sce->val2; } if (sce->val2 <= 0) status_change_end(target, SC_POISONREACT, INVALID_TIMER); } } [/code]

pan - Jul 2, 2014 18:09

Fixed in [url="https://github.com/HerculesWS/Hercules/commit/6a5386d1085d3e1333bcb6281f604efbd10e01aa"]https://github.com/HerculesWS/Hercules/commit/6a5386d1085d3e1333bcb6281f604efbd10e01aa[/url]
Thank you for reporting :)