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

@@ -406,16 +406,16 @@ void NPCManager::npcVendorBuyBattery(CNSocket* sock, CNPacketData* data) {
if (plr == nullptr)
return;
int cost = req->Item.iOpt * 10;
int cost = req->Item.iOpt * 100;
if ((req->Item.iID == 3 ? (plr->batteryW >= 9999) : (plr->batteryN >= 9999)) || plr->money < cost) { // sanity check
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL));
}
plr->money -= cost;
plr->batteryW += req->Item.iID == 3 ? req->Item.iOpt * 10 : 0;
plr->batteryN += req->Item.iID == 4 ? req->Item.iOpt * 10 : 0;
cost = plr->batteryW + plr->batteryN;
plr->batteryW += req->Item.iID == 3 ? req->Item.iOpt * 100 : 0;
plr->batteryN += req->Item.iID == 4 ? req->Item.iOpt * 100 : 0;
// caps
if (plr->batteryW > 9999)
@@ -423,6 +423,9 @@ void NPCManager::npcVendorBuyBattery(CNSocket* sock, CNPacketData* data) {
if (plr->batteryN > 9999)
plr->batteryN = 9999;
cost = plr->batteryW + plr->batteryN - cost;
plr->money -= cost;
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC, resp);
resp.iCandy = plr->money;