Mob abilities cleanup

This commit is contained in:
Gent S 2020-11-28 12:01:54 -05:00
parent a9ad399bc2
commit 1d7f8bd133

View File

@ -751,7 +751,7 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
mob->appearanceData.iConditionBitFlag = 0;
// cast a return home heal spell, this is the right way(tm)
std::vector<int> targetData = {1, mob->target->plr->iID, 0, 0, 0};
std::vector<int> targetData = {1, 0, 0, 0, 0};
for (auto& pwr : MobPowers)
if (pwr.skillType == NanoManager::SkillTable[110].skillType)
pwr.handle(mob, targetData, 110, NanoManager::SkillTable[110].durationTime[0], NanoManager::SkillTable[110].powerIntensity[0]);
@ -1548,7 +1548,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
if (mob->skillStyle == -1)
mob->skillStyle = 2;
if (mob->skillStyle == -2)
mob->skillStyle = (int)mob->data["m_iNpcStyle"];
mob->skillStyle = rand() % 3;
pkt.iStyle = mob->skillStyle;
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_CORRUPTION_READY, sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_READY));
mob->nextAttack = currTime + 2000;