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.
This commit is contained in:
2020-11-13 23:06:18 +00:00
committed by Gent S
parent f7c0596a4c
commit 2b25b17bd8
5 changed files with 45 additions and 12 deletions

View File

@@ -582,7 +582,7 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId) {
int bitFlag = GroupManager::getGroupFlags(otherPlr);
if (EggBuffs.find(key) == EggBuffs.end())
if (!NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag, true))
if (!NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag))
return -1;
// save the buff serverside;
@@ -719,7 +719,7 @@ void NPCManager::eggPickup(CNSocket* sock, CNPacketData* data) {
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK* pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_Damage* dmg = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
dmg->iDamage = PC_MAXHEALTH(plr->level) * 6 / 10;
dmg->iDamage = PC_MAXHEALTH(plr->level) * 73 / 100;
plr->HP -= dmg->iDamage;