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Mob abilities cleanup
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@ -751,7 +751,7 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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mob->appearanceData.iConditionBitFlag = 0;
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// cast a return home heal spell, this is the right way(tm)
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std::vector<int> targetData = {1, mob->target->plr->iID, 0, 0, 0};
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std::vector<int> targetData = {1, 0, 0, 0, 0};
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for (auto& pwr : MobPowers)
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if (pwr.skillType == NanoManager::SkillTable[110].skillType)
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pwr.handle(mob, targetData, 110, NanoManager::SkillTable[110].durationTime[0], NanoManager::SkillTable[110].powerIntensity[0]);
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@ -1548,7 +1548,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
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if (mob->skillStyle == -1)
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mob->skillStyle = 2;
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if (mob->skillStyle == -2)
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mob->skillStyle = (int)mob->data["m_iNpcStyle"];
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mob->skillStyle = rand() % 3;
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pkt.iStyle = mob->skillStyle;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_CORRUPTION_READY, sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_READY));
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mob->nextAttack = currTime + 2000;
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@ -1908,4 +1908,4 @@ std::vector<MobPower> MobPowers = {
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};
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}; // namespace
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#pragma endregion
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#pragma endregion
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