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Moved Debuff handling to Combat + Bugfixes
* Majority of mob debuff handling is moved to combatStep(). * Drain now kills the mob and does 40% overall damage. * Bumped up active nano debuff durations, debuffs like drain linger longer but damage less. * Debuffs are cleared upon mob death and retreating. * Patched out vehicle off success packet spam * Boosts and potions now cost the right amount (100 taros) and give the right quantity (100). * Damage was tweaked slightly. At higher levels you are more likely to fall prey to rand(). * Enemies now use run animations during combat and retreating.
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@@ -268,9 +268,9 @@ void ItemManager::itemUseHandler(CNSocket* sock, CNPacketData* data) {
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response.eIL = 1;
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response.iSlotNum = request->iSlotNum;
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response.RemainItem = gumball;
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// response.iTargetCnt = ?
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// response.eST = ?
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// response.iSkillID = ?
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// response.iTargetCnt = ?
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// response.eST = ?
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// response.iSkillID = ?
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ITEM_USE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC));
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// update inventory serverside
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