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.
This commit is contained in:
2020-10-28 21:05:01 +00:00
parent 2af33da4e8
commit d21f727e9d
6 changed files with 85 additions and 62 deletions

View File

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