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Various Tweaks to Mob skill behavior
- Fixed enemy abilities playing after death - Nerfed frequency further - Heal on retreat correctly - Nerfed damage and corruption skill damage
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@ -383,6 +383,7 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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mob->target = nullptr;
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mob->appearanceData.iConditionBitFlag = 0;
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mob->skillStyle = -1;
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mob->unbuffTimes.clear();
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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@ -557,7 +558,7 @@ 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->nextAttack != 0 || rand()%4 == 0)
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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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useAbilities(mob, currTime);
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if (mob->target == nullptr)
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return;
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@ -748,9 +749,13 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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mob->killedTime = 0;
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mob->nextAttack = 0;
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mob->appearanceData.iConditionBitFlag = 0;
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// HACK: we haven't found a better way to refresh a mob's client-side status
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drainMobHP(mob, 0);
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// cast a return home heal spell, this is the right way(tm)
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std::vector<int> targetData = {1, mob->target->plr->iID, 0, 0, 0};
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for (auto& pwr : MobPowers)
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if (pwr.skillType == NanoManager::SkillTable[110].skillType)
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pwr.handle(mob, targetData, 110, NanoManager::SkillTable[110].durationTime[0], NanoManager::SkillTable[110].powerIntensity[0]);
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// clear outlying debuffs
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clearDebuff(mob);
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}
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}
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@ -1621,7 +1626,7 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
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int style2 = NanoManager::nanoStyle(plr->activeNano);
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if (style2 == -1) { // no nano
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respdata[i].iHitFlag = 8;
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respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH(plr->level) / 2000;
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respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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} else if (style == style2) {
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respdata[i].iHitFlag = 8; // tie
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respdata[i].iDamage = 0;
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@ -1636,10 +1641,10 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
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std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
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for (auto& pwr : NanoManager::NanoPowers)
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if (pwr.skillType == EST_DAMAGE)
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pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 100);
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pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);
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} else {
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respdata[i].iHitFlag = 16; // lose
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respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH(plr->level) / 2000;
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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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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 0;
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@ -1747,7 +1752,7 @@ bool doDamage(Mob *mob, sSkillResult_Damage *respdata, int i, int32_t targetID,
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return false;
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}
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int damage = amount * PC_MAXHEALTH(plr->level) / 1000;
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int damage = amount * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].eCT = 1;
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respdata[i].iDamage = damage;
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@ -1840,8 +1845,8 @@ bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_
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respdata[i].iDrainN = 0;
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} else {
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respdata[i].bProtected = 0;
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respdata[i].iDrainW = amount / 10;
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respdata[i].iDrainN = amount / 10;
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respdata[i].iDrainW = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36;
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respdata[i].iDrainN = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36;
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}
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respdata[i].iBatteryW = plr->batteryW -= respdata[i].iDrainW;
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