From f100f499d2d5b66b87323529c422b34998c89957 Mon Sep 17 00:00:00 2001 From: Crypto137 Date: Tue, 10 Jan 2023 04:47:06 +0300 Subject: [PATCH] Fix Wizard's Ray of Frost rune VFX --- .../GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs b/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs index 57e4a93..69ca3f6 100644 --- a/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs +++ b/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs @@ -2102,8 +2102,8 @@ namespace DiIiS_NA.GameServer.GSSystem.PowerSystem.Implementations else { _beamEnd = SpawnEffect(6535, User.Position, 0, WaitInfinite()); - User.AddComplexEffect(RuneSelect(19327, 149835, -1, 149836, 149869, 149879), _beamEnd); - if (Rune_A > 0) User.AddComplexEffect(19327, _beamEnd); + User.AddComplexEffect((Rune_E > 0) ? 149879 : 19327, _beamEnd); // Rune E uses a special beam + User.AddComplexEffect(RuneSelect(-1, 149835, -1, 149836, 149869, -1), _beamEnd); // Runes A, C and D add effects on top of the standard beam } }