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Lose aggro and do not take damage if invulnerable
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8a86c75747
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@ -128,6 +128,8 @@ void MobManager::npcAttackPc(Mob *mob, time_t currTime) {
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sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
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sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
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auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, 0);
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auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, 0);
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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plr->HP -= damage.first;
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plr->HP -= damage.first;
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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@ -486,19 +488,12 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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void MobManager::combatStep(Mob *mob, time_t currTime) {
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void MobManager::combatStep(Mob *mob, time_t currTime) {
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assert(mob->target != nullptr);
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assert(mob->target != nullptr);
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// sanity check: did the target player lose connection?
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if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!aggroCheck(mob, currTime))
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clearDebuff(mob);
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return;
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}
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Player *plr = PlayerManager::getPlayer(mob->target);
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Player *plr = PlayerManager::getPlayer(mob->target);
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// did something else kill the player in the mean time?
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// Lose aggro if the player lost connection, became invulnerable or died
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if (plr->HP <= 0) {
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if (plr->HP <= 0
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|| PlayerManager::players.find(mob->target) == PlayerManager::players.end()
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|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
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mob->target = nullptr;
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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mob->state = MobState::RETREAT;
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if (!aggroCheck(mob, currTime))
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if (!aggroCheck(mob, currTime))
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@ -868,6 +863,9 @@ void MobManager::dealGooDamage(CNSocket *sock, int amount) {
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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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_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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amount = 0;
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if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
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if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
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amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
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amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
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dmg->bProtected = 1;
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dmg->bProtected = 1;
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@ -1610,7 +1608,10 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
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}
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}
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}
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}
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respdata[i].iHP = plr->HP-= respdata[i].iDamage;
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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plr->HP -= respdata[i].iDamage;
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respdata[i].iHP = plr->HP;
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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if (plr->HP <= 0) {
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if (plr->HP <= 0) {
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@ -1646,6 +1647,9 @@ bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, in
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int damage = duration;
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int damage = duration;
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if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
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damage = 0;
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respdata[i].eCT = 1;
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respdata[i].eCT = 1;
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respdata[i].iDamage = damage;
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respdata[i].iDamage = damage;
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respdata[i].iID = plr->iID;
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respdata[i].iID = plr->iID;
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@ -1712,6 +1716,9 @@ bool doDamage(Mob *mob, sSkillResult_Damage *respdata, int i, int32_t targetID,
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int damage = amount * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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int damage = amount * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
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damage = 0;
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respdata[i].eCT = 1;
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respdata[i].eCT = 1;
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respdata[i].iDamage = damage;
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respdata[i].iDamage = damage;
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respdata[i].iID = plr->iID;
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respdata[i].iID = plr->iID;
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@ -1763,6 +1770,9 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID,
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int damage = amount * PC_MAXHEALTH(plr->level) / 1000;
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int damage = amount * PC_MAXHEALTH(plr->level) / 1000;
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if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
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damage = 0;
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damagedata->eCT = 1;
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damagedata->eCT = 1;
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damagedata->iDamage = damage;
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damagedata->iDamage = damage;
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damagedata->iID = plr->iID;
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damagedata->iID = plr->iID;
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