Various bugfixes

- Eruption is now blocked by stun and sleep.
- Corruption should block all nano abilities.
- Buffs time out for other players
- Timed mission bugfixes (AGAIN)
- Corruption and Eruptions fire quicker.
- Heal egg ids fix
- No power nanos no longer break the system.
- Mobs should no longer restun.
- Mob ability chance calculation adjustments.
- Duration of the power's debuff is sent as iDamage instead of 0, this removes the ugly "Block" that shows up on successful hits.
- Group mob respawning bugfixes
- a bit of a cleanup
This commit is contained in:
JadeShrineMaiden
2020-12-12 22:22:22 +00:00
committed by GitHub
parent 1474ff10ac
commit b947ff65cf
4 changed files with 97 additions and 59 deletions

View File

@@ -106,17 +106,39 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) {
// failed timed missions give an iNPC_ID of 0
if (missionData->iNPC_ID == 0) {
TaskData* task = MissionManager::Tasks[missionData->iTaskNum];
// double-checking
if (task->task["m_iSTGrantTimer"] > 0) {
if (task->task["m_iSTGrantTimer"] > 0) { // its a timed mission
Player* plr = PlayerManager::getPlayer(sock);
int failTaskID = task->task["m_iFOutgoingTask"];
if (failTaskID != 0) {
MissionManager::quitTask(sock, missionData->iTaskNum, false);
/*
* Enemy killing missions
* this is gross and should be cleaned up later
* once we comb over mission logic more throughly
*/
bool mobsAreKilled = false;
if (task->task["m_iHTaskType"] == 5) {
mobsAreKilled = true;
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == missionData->iTaskNum) {
for (int j = 0; j < 3; j++) {
if (plr->RemainingNPCCount[i][j] > 0) {
mobsAreKilled = false;
break;
}
}
}
}
}
if (!mobsAreKilled) {
for (int i = 0; i < 6; i++)
if (plr->tasks[i] == missionData->iTaskNum)
plr->tasks[i] = failTaskID;
return;
int failTaskID = task->task["m_iFOutgoingTask"];
if (failTaskID != 0) {
MissionManager::quitTask(sock, missionData->iTaskNum, false);
for (int i = 0; i < 6; i++)
if (plr->tasks[i] == missionData->iTaskNum)
plr->tasks[i] = failTaskID;
return;
}
}
}
}