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[refactor] Buff + skill bugfixes
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@ -127,6 +127,7 @@ static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* sour
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ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
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combatant->takeDamage(buff->getLastSource(), 0); // aggro
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}
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Buffs::timeBuffUpdate(self, buff, status, stack);
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if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
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Buffs::timeBuffTimeout(self);
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},
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@ -150,19 +151,24 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
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Player* plr = dynamic_cast<Player*>(target);
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const double scalingFactor = (18 + source->getLevel()) / 36.0;
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const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY);
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int boostDrain = (int)(skill->values[0][power] * scalingFactor);
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int boostDrain = 0;
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int potionDrain = 0;
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if(!blocked) {
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boostDrain = (int)(skill->values[0][power] * scalingFactor);
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if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
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plr->batteryW -= boostDrain;
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int potionDrain = (int)(skill->values[1][power] * scalingFactor);
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potionDrain = (int)(skill->values[1][power] * scalingFactor);
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if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
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plr->batteryN -= potionDrain;
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}
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sSkillResult_BatteryDrain result{};
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result.eCT = target->getCharType();
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result.iID = target->getID();
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result.bProtected = target->hasBuff(ECSB_PROTECT_BATTERY);
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result.bProtected = blocked;
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result.iDrainW = boostDrain;
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result.iBatteryW = plr->batteryW;
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result.iDrainN = potionDrain;
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@ -209,6 +215,11 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
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switch(skill->skillType)
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{
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case SkillType::CORRUPTIONATTACK:
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case SkillType::CORRUPTIONATTACKLOSE:
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case SkillType::CORRUPTIONATTACKWIN:
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// skillHandler = handleSkillCorruptionReflect;
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// break;
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case SkillType::DAMAGE:
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skillHandler = handleSkillDamage;
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break;
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54
src/Eggs.cpp
54
src/Eggs.cpp
@ -26,6 +26,7 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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return;
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}
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SkillResult result = SkillResult();
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SkillData* skill = &Abilities::SkillTable[skillId];
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if(skill->drainType == SkillDrainType::PASSIVE) {
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// apply buff
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@ -50,12 +51,57 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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// no-op
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},
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&eggBuff);
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sSkillResult_Buff resultBuff{};
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resultBuff.eCT = plr->getCharType();
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resultBuff.iID = plr->getID();
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resultBuff.bProtected = false;
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resultBuff.iConditionBitFlag = plr->getCompositeCondition();
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result = SkillResult(sizeof(sSkillResult_Buff), &resultBuff);
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} else {
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int value = plr->getMaxHP() * skill->values[0][0] / 1000;
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sSkillResult_Damage resultDamage{};
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sSkillResult_Heal_HP resultHeal{};
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switch(skill->skillType)
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{
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case SkillType::DAMAGE:
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resultDamage.bProtected = false;
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resultDamage.eCT = plr->getCharType();
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resultDamage.iID = plr->getID();
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resultDamage.iDamage = plr->takeDamage(src, value);
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resultDamage.iHP = plr->getCurrentHP();
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result = SkillResult(sizeof(sSkillResult_Damage), &resultDamage);
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break;
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case SkillType::HEAL_HP:
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resultHeal.eCT = plr->getCharType();
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resultHeal.iID = plr->getID();
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resultHeal.iHealHP = plr->heal(src, value);
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resultHeal.iHP = plr->getCurrentHP();
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result = SkillResult(sizeof(sSkillResult_Heal_HP), &resultHeal);
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break;
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default:
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std::cout << "[WARN] oops, egg with active skill type " << (int)skill->skillType << " unhandled";
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return;
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}
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}
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// use skill
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std::vector<ICombatant*> targets;
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targets.push_back(dynamic_cast<ICombatant*>(plr));
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Abilities::useNPCSkill(src, skillId, targets);
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + result.size;
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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pkt->iNPC_ID = eggId;
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pkt->iSkillID = skillId;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = 1;
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if(result.size > 0) {
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void* attached = (void*)(pkt + 1);
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memcpy(attached, result.payload, result.size);
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}
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NPCManager::sendToViewable(src.getEntity(), pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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}
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static void eggStep(CNServer* serv, time_t currTime) {
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@ -227,7 +227,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
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return false;
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}
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static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
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static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int mobStyle) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
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@ -246,7 +246,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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resp->iNPC_ID = mob->id;
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resp->iSkillID = skillID;
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resp->iStyle = style;
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resp->iStyle = mobStyle;
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resp->iValue1 = plr->x;
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resp->iValue2 = plr->y;
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resp->iValue3 = plr->z;
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@ -280,27 +280,37 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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respdata[i].iActiveNanoSlotNum = n;
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respdata[i].iNanoID = plr->activeNano;
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int style2 = Nanos::nanoStyle(plr->activeNano);
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if (style2 == -1) { // no nano
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int nanoStyle = Nanos::nanoStyle(plr->activeNano);
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if (nanoStyle == -1) { // no nano
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respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
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respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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} else if (style == style2) {
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} else if (mobStyle == nanoStyle) {
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respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
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respdata[i].iDamage = 0;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
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} else if (style - style2 == 1 || style2 - style == 2) {
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} else if (mobStyle - nanoStyle == 1 || nanoStyle - mobStyle == 2) {
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respdata[i].iHitFlag = HF_BIT_STYLE_WIN;
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respdata[i].iDamage = 0;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
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if (plr->Nanos[plr->activeNano].iStamina > 150)
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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// fire damage power disguised as a corruption attack back at the enemy
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SkillData skill = Abilities::SkillTable[skillID];
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skill.durationTime[0] = 0;
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skill.values[0][0] = 200; // have to set
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skill.values[0][1] = 200; // all of these
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skill.values[0][2] = 200; // because the player might
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skill.values[0][3] = 200; // have a boost
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SkillData skill = {
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SkillType::DAMAGE, // skillType
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SkillEffectTarget::POINT, // effectTarget
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1, // effectType
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SkillTargetType::MOBS, // targetType
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SkillDrainType::ACTIVE, // drainType
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0, // effectArea
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{0, 0, 0, 0}, // batteryUse
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{0, 0, 0, 0}, // durationTime
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{0, 0, 0}, // valueTypes (unused)
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{
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{200, 200, 200, 200},
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{200, 200, 200, 200},
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{200, 200, 200, 200},
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}
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};
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Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob });
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} else {
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respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
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