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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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@@ -46,7 +46,7 @@ struct Mob : public BaseNPC {
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// combat
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CNSocket *target = nullptr;
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time_t nextAttack = 0;
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time_t lastDrainTime = 0;
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// drop
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int dropType;
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@@ -142,4 +142,5 @@ namespace MobManager {
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void drainMobHP(Mob *mob, int amount);
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void incNextMovement(Mob *mob, time_t currTime=0);
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bool aggroCheck(Mob *mob, time_t currTime);
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void clearDebuff(Mob *mob);
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}
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