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Gumball Handling and Bugfixes
* Gumballs now run out of timer. * Reverted a regression, (gumballs with 0 iOpt do not get emptied). * Nano matchups now work correctly.
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@@ -582,7 +582,7 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId) {
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int bitFlag = GroupManager::getGroupFlags(otherPlr);
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if (EggBuffs.find(key) == EggBuffs.end())
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if (!NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag, true))
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if (!NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag))
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return -1;
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// save the buff serverside;
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@@ -719,7 +719,7 @@ void NPCManager::eggPickup(CNSocket* sock, CNPacketData* data) {
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK* pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sSkillResult_Damage* dmg = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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dmg->iDamage = PC_MAXHEALTH(plr->level) * 6 / 10;
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dmg->iDamage = PC_MAXHEALTH(plr->level) * 73 / 100;
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plr->HP -= dmg->iDamage;
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