diff --git a/src/MobAI.cpp b/src/MobAI.cpp index f5fb205..1d5b8f2 100644 --- a/src/MobAI.cpp +++ b/src/MobAI.cpp @@ -295,11 +295,13 @@ static void dealCorruption(Mob *mob, std::vector targetData, int skillID, i if (plr->Nanos[plr->activeNano].iStamina > 150) respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150; // fire damage power disguised as a corruption attack back at the enemy - // TODO ABILITIES - /*std::vector targetData2 = {1, mob->id, 0, 0, 0}; - for (auto& pwr : Abilities::Powers) - if (pwr.skillType == EST_DAMAGE) - pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);*/ + SkillData skill = Abilities::SkillTable[skillID]; + skill.durationTime[0] = 0; + skill.values[0][0] = 200; // have to set + skill.values[0][1] = 200; // all of these + skill.values[0][2] = 200; // because the player might + skill.values[0][3] = 200; // have a boost + Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob }); } else { respdata[i].iHitFlag = HF_BIT_STYLE_LOSE; respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;