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https://github.com/OpenFusionProject/OpenFusion.git
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More skill handlers
Note: need to revisit these when active powers are implemented to make sure they are correct. DamageNDebuff isn't even implemented yet.
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@@ -53,12 +53,15 @@ public:
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virtual bool hasBuff(int) = 0;
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virtual int getCompositeCondition() = 0;
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virtual int takeDamage(EntityRef, int) = 0;
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virtual void heal(EntityRef, int) = 0;
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virtual int heal(EntityRef, int) = 0;
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virtual bool isAlive() = 0;
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virtual int getCurrentHP() = 0;
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virtual int getMaxHP() = 0;
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virtual int getLevel() = 0;
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virtual std::vector<EntityRef> getGroupMembers() = 0;
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virtual int32_t getCharType() = 0;
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virtual int32_t getID() = 0;
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virtual EntityRef getRef() = 0;
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virtual void step(time_t currTime) = 0;
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};
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@@ -124,12 +127,15 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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virtual bool hasBuff(int buffId) override;
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virtual int getCompositeCondition() override;
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virtual int takeDamage(EntityRef src, int amt) override;
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virtual void heal(EntityRef src, int amt) override;
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virtual int heal(EntityRef src, int amt) override;
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virtual bool isAlive() override;
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virtual int getCurrentHP() override;
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virtual int getMaxHP() override;
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virtual int getLevel() override;
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virtual std::vector<EntityRef> getGroupMembers() override;
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virtual int32_t getCharType() override;
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virtual int32_t getID() override;
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virtual EntityRef getRef() override;
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virtual void step(time_t currTime) override;
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virtual void transition(AIState newState, EntityRef src);
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