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Nanocom Boosters and Authentic FM-Taro Scale Logic (#315)
* Groundwork for nanocom boosters * The item use handler now has a switch for multiple item types (currently gumballs, and a stub for boosters) * All item types are now checked for expiration, not just vehicles * implement nanocom booster helpers, save and expiry * implement authentic taro and fm modfication * magic number and code refactor * make sure only close by group members are counted * add safe taro fm handling, rate command, race and mission booster logic * add config option to disable authentic group scaling * rename for consistency * make rates percentages, fix chat message, add config options * add config option to the ini file * add index guard for hasBoost functions * reorder config ini options * add bank item expiry option * fix trade oversight --------- Co-authored-by: CakeLancelot <CakeLancelot@users.noreply.github.com>
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@@ -170,11 +170,11 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
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if(!blocked) {
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boostDrain = (int)(skill->values[0][power] * scalingFactor);
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if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
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plr->batteryW -= boostDrain;
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plr->subtractCapped(CappedValueType::BATTERY_W, boostDrain);
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potionDrain = (int)(skill->values[1][power] * scalingFactor);
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if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
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plr->batteryN -= potionDrain;
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plr->subtractCapped(CappedValueType::BATTERY_N, potionDrain);
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}
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sSkillResult_BatteryDrain result{};
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@@ -364,7 +364,7 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
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ICombatant* src = nullptr;
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if(npc.kind == EntityKind::COMBAT_NPC || npc.kind == EntityKind::MOB)
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src = dynamic_cast<ICombatant*>(entity);
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SkillData* skill = &SkillTable[skillID];
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std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
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@@ -443,7 +443,7 @@ std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* ski
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}
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}
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return targets;
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return targets;
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}
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/* ripped from client (enums emplaced) */
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