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Nano Drain, Debuffs are timed
* Nano drain power works, currently does 30% damage over a period of 3 seconds. * Stun, Sleep and Snare powers will now run out of time on mobs. * A few other adjustments to mob mobility.
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@@ -407,14 +407,14 @@ bool doDebuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage_N_Debuff *re
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Mob* mob = MobManager::Mobs[pktdata[i]];
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int damage = MobManager::hitMob(sock, mob, amount);
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int damage = MobManager::hitMob(sock, mob, 0); // using amount for something else
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respdata[i].eCT = 4;
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respdata[i].iDamage = damage;
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iHP = mob->appearanceData.iHP;
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respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag |= iCBFlag;
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mob->unbuffTimes[iCBFlag] = getTime() + amount;
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std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
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return true;
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@@ -428,10 +428,12 @@ bool doBuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Buff *respdata, int i
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}
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Mob* mob = MobManager::Mobs[pktdata[i]];
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MobManager::hitMob(sock, mob, 0);
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respdata[i].eCT = 4;
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag |= iCBFlag;
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mob->unbuffTimes[iCBFlag] = getTime() + amount;
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std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
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@@ -669,15 +671,15 @@ void activePower(CNSocket *sock, CNPacketData *data,
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// active nano power dispatch table
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std::vector<ActivePower> ActivePowers = {
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 2250),
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ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 25),
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ActivePower(GroupHealPowers, activePower<sSkillResult_Heal_HP, doGroupHeal, GHEAL>,EST_HEAL_HP, CSB_BIT_NONE, 25),
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ActivePower(GroupHealPowers, activePower<sSkillResult_Heal_HP, doGroupHeal, GHEAL>,EST_HEAL_HP, CSB_BIT_NONE, 15),
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// TODO: Recall
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 3000),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 4500),
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ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 12),
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ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, LEECH>, EST_BLOODSUCKING, CSB_BIT_NONE, 18),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 0),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 4500),
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};
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}; // namespace
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