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Move mob active skills to new system
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@ -326,12 +326,6 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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}
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static void useAbilities(Mob *mob, time_t currTime) {
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/*
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* targetData approach
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* first integer is the count
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* second to fifth integers are IDs, these can be either player iID or mob's iID
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* whether the skill targets players or mobs is determined by the skill packet being fired
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*/
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Player *plr = PlayerManager::getPlayer(mob->target);
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if (mob->skillStyle >= 0) { // corruption hit
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@ -389,14 +383,11 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (random < prob1) { // active skill hit
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int skillID = (int)mob->data["m_iActiveSkill1"];
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// TODO ABILITIES
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//std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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//for (auto& pwr : Abilities::Powers)
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// if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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// if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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// return; // prevent debuffing a player twice
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// pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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// }
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SkillData* skill = &Abilities::SkillTable[skillID];
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int debuffID = Abilities::getCSTBFromST(skill->skillType);
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if(plr->hasBuff(debuffID))
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return; // prevent debuffing a player twice
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Abilities::useNPCSkill(mob->getRef(), skillID, { plr });
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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return;
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}
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