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@ -449,7 +449,8 @@ bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, in
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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if (plr->HP <= 0) {
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mob->transition(AIState::RETREAT, mob->target);
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@ -523,7 +524,8 @@ bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID,
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respdata[i].iHP = plr->HP -= damage;
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if (plr->HP <= 0) {
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mob->transition(AIState::RETREAT, mob->target);
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@ -575,7 +577,8 @@ bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID,
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damagedata->iHP = plr->HP -= damage;
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if (plr->HP <= 0) {
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mob->transition(AIState::RETREAT, mob->target);
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@ -322,7 +322,8 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
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if (plr->HP <= 0) {
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mob->transition(AIState::RETREAT, mob->target);
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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}
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