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Fix corruption reflection
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@ -218,6 +218,8 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
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case SkillType::CORRUPTIONATTACK:
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case SkillType::CORRUPTIONATTACKLOSE:
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case SkillType::CORRUPTIONATTACKWIN:
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// skillHandler = handleSkillCorruptionReflect;
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// break;
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case SkillType::DAMAGE:
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skillHandler = handleSkillDamage;
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break;
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@ -295,12 +295,22 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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if (plr->Nanos[plr->activeNano].iStamina > 150)
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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// fire damage power disguised as a corruption attack back at the enemy
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SkillData skill = Abilities::SkillTable[skillID];
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skill.durationTime[0] = 0;
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skill.values[0][0] = 200; // have to set
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skill.values[0][1] = 200; // all of these
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skill.values[0][2] = 200; // because the player might
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skill.values[0][3] = 200; // have a boost
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SkillData skill = {
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SkillType::DAMAGE, // skillType
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SkillEffectTarget::POINT, // effectTarget
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1, // effectType
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SkillTargetType::MOBS, // targetType
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SkillDrainType::ACTIVE, // drainType
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0, // effectArea
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{0, 0, 0, 0}, // batteryUse
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{0, 0, 0, 0}, // durationTime
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{0, 0, 0}, // valueTypes (unused)
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{
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{200, 200, 200, 200},
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{200, 200, 200, 200},
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{200, 200, 200, 200},
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}
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};
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Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob });
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} else {
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respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
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