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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Various bugfixes and tweaks
- timed missions of all types should work. - nanos now transmit an unsummon on 0 stamina. - dying bumps your nanos down to half stamina now. - enemies use abilities less frequently. - group recall now works at any distance. - passive nanos are tweaked to guzzle less stamina. - cleared out some redundant stuff at the nanoPower handler.
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@ -448,6 +448,9 @@ void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* so
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ChatManager::sendServerMessage(sock, "[MINFO] Current waypoint NPC ID: " + std::to_string((int)(task["m_iSTGrantWayPoint"])));
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ChatManager::sendServerMessage(sock, "[MINFO] Current terminator NPC ID: " + std::to_string((int)(task["m_iHTerminatorNPCID"])));
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if ((int)(task["m_iSTGrantTimer"]) != 0)
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ChatManager::sendServerMessage(sock, "[MINFO] Current task timer: " + std::to_string((int)(task["m_iSTGrantTimer"])));
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for (int j = 0; j < 3; j++)
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if ((int)(task["m_iCSUEnemyID"][j]) != 0)
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ChatManager::sendServerMessage(sock, "[MINFO] Current task mob #" + std::to_string(j+1) +": " + std::to_string((int)(task["m_iCSUEnemyID"][j])));
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@ -110,7 +110,7 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
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if (missionData->iNPC_ID == 0) {
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TaskData* task = MissionManager::Tasks[missionData->iTaskNum];
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// double-checking
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if (task->task["m_iHTaskType"] == 3) {
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if (task->task["m_iSTGrantTimer"] > 0) {
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Player* plr = PlayerManager::getPlayer(sock);
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int failTaskID = task->task["m_iFOutgoingTask"];
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if (failTaskID != 0) {
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@ -522,7 +522,8 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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}
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// drain
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if ((mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000) && mob->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
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if (mob->skillStyle < 0 && (mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000)
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&& mob->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
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drainMobHP(mob, mob->maxHealth / 20); // lose 5% every second
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mob->lastDrainTime = currTime;
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}
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@ -558,7 +559,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
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if (currTime >= mob->nextAttack) {
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if (mob->skillStyle != -1 || distance <= mobRange || rand() % 10 == 0) // while not in attack range, 1 / 10 chance.
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if (mob->skillStyle != -1 || distance <= mobRange || rand() % 20 == 0) // while not in attack range, 1 / 10 chance.
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useAbilities(mob, currTime);
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if (mob->target == nullptr)
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return;
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@ -963,23 +964,10 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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for (int i = 0; i < 3; i++) {
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if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina
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plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate * 2 / 5;
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plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5;
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if (plr->Nanos[plr->activeNano].iStamina <= 0) {
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// passive nano unbuffing
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int skillID = plr->Nanos[plr->activeNano].iSkillID;
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if (NanoManager::SkillTable[skillID].drainType == 2) {
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std::vector<int> targetData = NanoManager::findTargets(plr, skillID);
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for (auto& pwr : NanoManager::NanoPowers)
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if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
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NanoManager::nanoUnbuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0, (NanoManager::SkillTable[skillID].targetType == 3));
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}
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plr->Nanos[plr->activeNano].iStamina = 0;
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plr->activeNano = 0;
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plr->nanoDrainRate = 0;
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}
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if (plr->Nanos[plr->activeNano].iStamina <= 0)
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NanoManager::summonNano(sock, -1); // unsummon nano
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transmit = true;
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} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina
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@ -1521,7 +1509,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
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return;
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}
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int random = rand() % 100 * 10000;
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int random = rand() % 100 * 15000;
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int prob1 = (int)mob->data["m_iActiveSkill1Prob"]; // active skill probability
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int prob2 = (int)mob->data["m_iCorruptionTypeProb"]; // corruption probability
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int prob3 = (int)mob->data["m_iMegaTypeProb"]; // eruption probability
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@ -1646,10 +1634,8 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
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respdata[i].iHitFlag = 16; // lose
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respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 0;
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NanoManager::summonNano(sock, -1); // unsummon when stamina is 0
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}
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}
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respdata[i].iHP = plr->HP-= respdata[i].iDamage;
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@ -142,15 +142,15 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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boost = 1;
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plr->Nanos[plr->activeNano].iStamina -= SkillTable[skillID].batteryUse[boost*3];
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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plr->Nanos[plr->activeNano].iStamina = 0;
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plr->activeNano = 0;
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plr->nanoDrainRate = 0;
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}
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for (auto& pwr : NanoPowers)
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if (pwr.skillType == SkillTable[skillID].skillType)
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pwr.handle(sock, targetData, nanoID, skillID, SkillTable[skillID].durationTime[boost], SkillTable[skillID].powerIntensity[boost]);
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if (plr->Nanos[plr->activeNano].iStamina < 0)
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summonNano(sock, -1);
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}
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void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
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@ -798,12 +798,14 @@ bool doMove(CNSocket *sock, sSkillResult_Move *respdata, int i, int32_t targetID
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return false;
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}
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Player *plr2 = PlayerManager::getPlayer(sock);
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respdata[i].eCT = 1;
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respdata[i].iID = plr->iID;
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respdata[i].iMapNum = plr->recallInstance;
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respdata[i].iMoveX = plr->recallX;
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respdata[i].iMoveY = plr->recallY;
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respdata[i].iMoveZ = plr->recallZ;
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respdata[i].iMapNum = plr2->recallInstance;
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respdata[i].iMoveX = plr2->recallX;
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respdata[i].iMoveY = plr2->recallY;
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respdata[i].iMoveZ = plr2->recallZ;
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return true;
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}
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@ -854,18 +856,19 @@ void nanoPower(CNSocket *sock, std::vector<int> targetData,
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plr->iGroupConditionBitFlag |= bitFlag;
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}
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CNSocket *workSock = sock;
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for (int i = 0; i < targetData[0]; i++) {
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if (SkillTable[skillID].targetType == 3 && PlayerManager::getSockFromID(targetData[i + 1]) != nullptr)
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workSock = PlayerManager::getSockFromID(targetData[i+1]);
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if (!work(workSock, respdata, i, targetData[i+1], bitFlag, timeBuffID, duration, amount))
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return; // TODO: Jade fix pls (name in popup is wrong)
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}
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for (int i = 0; i < targetData[0]; i++)
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if (!work(sock, respdata, i, targetData[i+1], bitFlag, timeBuffID, duration, amount))
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return;
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sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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assert(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) == sizeof(sP_FE2CL_NANO_SKILL_USE));
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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if (skillType == EST_RECALL_GROUP) { // in the case of group recall, nobody but group members need the packet
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for (int i = 0; i < targetData[0]; i++) {
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CNSocket *sock2 = PlayerManager::getSockFromID(targetData[i+1]);
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sock2->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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}
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} else
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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// Warping on recall
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if (skillType == EST_RECALL || skillType == EST_RECALL_GROUP) {
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@ -728,7 +728,8 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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for (int i = 0; i < 3; i++) {
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int nanoID = plr->equippedNanos[i];
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// halve nano health if respawning
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if (reviveData->iRegenType == 6)
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// all revives not 3-5 are normal respawns.
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if (reviveData->iRegenType < 3 && reviveData->iRegenType > 5)
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plr->Nanos[nanoID].iStamina = 75; // max is 150, so 75 is half
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response.PCRegenData.Nanos[i] = plr->Nanos[nanoID];
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if (plr->activeNano == nanoID)
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