![]() PkChrVictim->AddAffect(AFFECT_SLOW, POINT_MOV_SPEED, -50, AFF_SLOW, 10, 0, true) If (number(1, 1000) IsImmune(IMMUNE_SLOW)) If (iPct & !pkChrVictim->IsAffectFlag(AFF_SLOW)) PkVictim->AddAffect(AFFECT_SLOW_AS, POINT_ATT_SPEED, -40, AFF_SLOW_AS, 10, 0, true) Įlse if (IS_SET(m_pkSk->dwFlag, SKILL_FLAG_SLOW)) ![]() ![]() PkVictim->AddAffect(AFFECT_SLOW, POINT_MOV_SPEED, -50, AFF_SLOW, 10, 0, true) If (number(1, 100) GetPoint(POINT_SLOW_PCT) & !pkVictim->IsImmune(IMMUNE_SLOW)) If (pkAttacker->GetPoint(POINT_SLOW_PCT) & !pkVictim->IsAffectFlag(AFF_SLOW)) PyModule_AddIntConstant(poModule, "AFFECT_SLOW_AS", CInstanceBase::AFFECT_SLOW_AS) ĪttackAffect(pkAttacker, pkVictim, POINT_SLOW_PCT, IMMUNE_SLOW, AFFECT_SLOW, POINT_MOV_SPEED, -30, AFF_SLOW, 20, "SLOW") PyModule_AddIntConstant(poModule, "AFFECT_SLOW", CInstanceBase::AFFECT_SLOW) Client Source/UserInterface/InstanceBase.h With this change, slow effect will also reduce attack speed, and will reduce movement speed more than before, making it a good bonus (and slow immunity relevant). ![]()
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