mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
Merge-in the general changes that were on the injusticefoe branch
This commit is contained in:
commit
d781fae3ba
@ -530,7 +530,9 @@ bool ItemManager::doTrade(Player* plr, Player* plr2) {
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for (int i = 0; i < 5; i++) {
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for (int i = 0; i < 5; i++) {
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// remove items offered by us
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// remove items offered by us
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if (plr->Trade[i].iID != 0) {
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if (plr->Trade[i].iID != 0) {
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if (plrInven[plr->Trade[i].iInvenNum].iID == 0) // pulling a fast one on us
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if (plrInven[plr->Trade[i].iInvenNum].iID == 0
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|| plr->Trade[i].iID != plrInven[plr->Trade[i].iInvenNum].iID
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|| plr->Trade[i].iType != plrInven[plr->Trade[i].iInvenNum].iType) // pulling a fast one on us
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return false;
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return false;
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if (plr->Trade[i].iOpt < 1) {
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if (plr->Trade[i].iOpt < 1) {
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@ -551,7 +553,9 @@ bool ItemManager::doTrade(Player* plr, Player* plr2) {
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}
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}
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if (plr2->Trade[i].iID != 0) {
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if (plr2->Trade[i].iID != 0) {
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if (plr2Inven[plr2->Trade[i].iInvenNum].iID == 0) // pulling a fast one on us
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if (plr2Inven[plr2->Trade[i].iInvenNum].iID == 0
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|| plr2->Trade[i].iID != plr2Inven[plr2->Trade[i].iInvenNum].iID
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|| plr2->Trade[i].iType != plr2Inven[plr2->Trade[i].iInvenNum].iType) // pulling a fast one on us
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return false;
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return false;
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if (plr2->Trade[i].iOpt < 1) {
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if (plr2->Trade[i].iOpt < 1) {
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@ -360,14 +360,7 @@ int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
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if (mob->state == MobState::ROAMING) {
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if (mob->state == MobState::ROAMING) {
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assert(mob->target == nullptr);
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assert(mob->target == nullptr);
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mob->target = sock;
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enterCombat(sock, mob);
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mob->state = MobState::COMBAT;
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mob->nextMovement = getTime();
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mob->nextAttack = 0;
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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if (mob->groupLeader != 0)
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if (mob->groupLeader != 0)
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followToCombat(mob);
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followToCombat(mob);
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@ -1235,6 +1228,14 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
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|| RacingManager::EPRaces.find(s) != RacingManager::EPRaces.end())
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|| RacingManager::EPRaces.find(s) != RacingManager::EPRaces.end())
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mobRange /= 3;
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mobRange /= 3;
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// 0.33x - 1.66x the range
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int levelDifference = plr->level - mob->level;
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if (levelDifference > -10)
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mobRange = levelDifference < 10 ? mobRange - (levelDifference * mobRange / 15) : mobRange / 3;
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if (mob->state != MobState::ROAMING && plr->inCombat) // freshly out of aggro mobs
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mobRange = mob->sightRange * 2; // should not be impacted by the above
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if (plr->iSpecialState & (CN_SPECIAL_STATE_FLAG__INVISIBLE|CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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if (plr->iSpecialState & (CN_SPECIAL_STATE_FLAG__INVISIBLE|CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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mobRange = -1;
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mobRange = -1;
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@ -1253,14 +1254,7 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
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if (closest != nullptr) {
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if (closest != nullptr) {
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// found closest player. engage.
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// found closest player. engage.
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mob->target = closest;
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enterCombat(closest, mob);
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mob->state = MobState::COMBAT;
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mob->nextMovement = currTime;
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mob->nextAttack = 0;
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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if (mob->groupLeader != 0)
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if (mob->groupLeader != 0)
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followToCombat(mob);
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followToCombat(mob);
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@ -1484,27 +1478,13 @@ void MobManager::followToCombat(Mob *mob) {
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if (followerMob->state != MobState::ROAMING) // only roaming mobs should transition to combat
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if (followerMob->state != MobState::ROAMING) // only roaming mobs should transition to combat
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continue;
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continue;
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followerMob->target = mob->target;
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enterCombat(mob->target, followerMob);
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followerMob->state = MobState::COMBAT;
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followerMob->nextMovement = getTime();
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followerMob->nextAttack = 0;
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followerMob->roamX = followerMob->appearanceData.iX;
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followerMob->roamY = followerMob->appearanceData.iY;
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followerMob->roamZ = followerMob->appearanceData.iZ;
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}
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}
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if (leadMob->state != MobState::ROAMING)
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if (leadMob->state != MobState::ROAMING)
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return;
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return;
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leadMob->target = mob->target;
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enterCombat(mob->target, leadMob);
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leadMob->state = MobState::COMBAT;
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leadMob->nextMovement = getTime();
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leadMob->nextAttack = 0;
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leadMob->roamX = leadMob->appearanceData.iX;
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leadMob->roamY = leadMob->appearanceData.iY;
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leadMob->roamZ = leadMob->appearanceData.iZ;
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}
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}
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}
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}
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@ -1744,6 +1724,27 @@ void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skill
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_CORRUPTION_HIT, resplen);
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_CORRUPTION_HIT, resplen);
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}
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}
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void MobManager::enterCombat(CNSocket *sock, Mob *mob) {
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mob->target = sock;
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mob->state = MobState::COMBAT;
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mob->nextMovement = getTime();
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mob->nextAttack = 0;
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
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std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
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for (auto& pwr : MobPowers)
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if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
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for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
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if (event.trigger == ON_COMBAT && event.npcType == mob->appearanceData.iNPCType)
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event.handler(sock, mob);
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}
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#pragma region Mob Powers
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#pragma region Mob Powers
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namespace MobManager {
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namespace MobManager {
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bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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@ -1778,7 +1779,7 @@ bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, in
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pkt.eTBU = 1; // eTimeBuffUpdate
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pkt.eTBU = 1; // eTimeBuffUpdate
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pkt.eTBT = 2;
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pkt.eTBT = 2;
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pkt.iConditionBitFlag = plr->iConditionBitFlag |= bitFlag;
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pkt.iConditionBitFlag = plr->iConditionBitFlag |= bitFlag;
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pkt.TimeBuff.iValue = amount;
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pkt.TimeBuff.iValue = amount * 5;
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sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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}
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}
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@ -1803,6 +1804,27 @@ bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, in
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}
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}
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bool doHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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bool doHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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if (MobManager::Mobs.find(targetID) == MobManager::Mobs.end()) {
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std::cout << "[WARN] doDebuff: mob ID not found" << std::endl;
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return false;
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}
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Mob* targetMob = MobManager::Mobs[targetID];
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int healedAmount = amount * targetMob->maxHealth / 1000;
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targetMob->appearanceData.iHP += healedAmount;
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if (targetMob->appearanceData.iHP > targetMob->maxHealth)
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targetMob->appearanceData.iHP = targetMob->maxHealth;
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respdata[i].eCT = 4;
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respdata[i].iID = targetMob->appearanceData.iNPC_ID;
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respdata[i].iHP = targetMob->appearanceData.iHP;
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respdata[i].iHealHP = healedAmount;
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return true;
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}
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bool doReturnHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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int healedAmount = amount * mob->maxHealth / 1000;
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int healedAmount = amount * mob->maxHealth / 1000;
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mob->appearanceData.iHP += healedAmount;
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mob->appearanceData.iHP += healedAmount;
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if (mob->appearanceData.iHP > mob->maxHealth)
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if (mob->appearanceData.iHP > mob->maxHealth)
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@ -1862,18 +1884,6 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID,
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return false;
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return false;
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}
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}
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sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP));
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int healedAmount = amount * mob->maxHealth / 1000;
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mob->appearanceData.iHP += healedAmount;
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if (mob->appearanceData.iHP > mob->maxHealth)
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mob->appearanceData.iHP = mob->maxHealth;
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healdata->eCT = 4;
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healdata->iID = mob->appearanceData.iNPC_ID;
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healdata->iHP = mob->appearanceData.iHP;
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healdata->iHealHP = healedAmount;
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Player *plr = nullptr;
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Player *plr = nullptr;
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for (auto& pair : PlayerManager::players) {
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for (auto& pair : PlayerManager::players) {
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@ -1889,7 +1899,20 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID,
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return false;
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return false;
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}
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}
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int damage = amount * PC_MAXHEALTH(plr->level) / 1000;
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sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP));
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int healedAmount = amount * PC_MAXHEALTH(plr->level) / 1000;
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mob->appearanceData.iHP += healedAmount;
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if (mob->appearanceData.iHP > mob->maxHealth)
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mob->appearanceData.iHP = mob->maxHealth;
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healdata->eCT = 4;
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healdata->iID = mob->appearanceData.iNPC_ID;
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healdata->iHP = mob->appearanceData.iHP;
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healdata->iHealHP = healedAmount;
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int damage = healedAmount;
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if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
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if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
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damage = 0;
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damage = 0;
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@ -1949,6 +1972,15 @@ bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_
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return true;
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return true;
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}
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}
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bool doBuff(Mob *mob, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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respdata[i].eCT = 4;
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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mob->appearanceData.iConditionBitFlag |= bitFlag;
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respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
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return true;
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}
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|
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template<class sPAYLOAD,
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template<class sPAYLOAD,
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bool (*work)(Mob*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)>
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bool (*work)(Mob*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)>
|
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void mobPower(Mob *mob, std::vector<int> targetData,
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void mobPower(Mob *mob, std::vector<int> targetData,
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@ -1992,11 +2024,13 @@ void mobPower(Mob *mob, std::vector<int> targetData,
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std::vector<MobPower> MobPowers = {
|
std::vector<MobPower> MobPowers = {
|
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MobPower(EST_STUN, CSB_BIT_STUN, ECSB_STUN, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
MobPower(EST_STUN, CSB_BIT_STUN, ECSB_STUN, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
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MobPower(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
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MobPower(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
|
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MobPower(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
|
MobPower(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doReturnHeal>),
|
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MobPower(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
MobPower(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
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MobPower(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Damage, doDamage>),
|
MobPower(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Damage, doDamage>),
|
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MobPower(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_BatteryDrain, doBatteryDrain>),
|
MobPower(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_BatteryDrain, doBatteryDrain>),
|
||||||
MobPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>)
|
MobPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||||
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MobPower(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doLeech>),
|
||||||
|
MobPower(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, mobPower<sSkillResult_Buff, doBuff>)
|
||||||
};
|
};
|
||||||
|
|
||||||
}; // namespace
|
}; // namespace
|
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|
@ -190,4 +190,5 @@ namespace MobManager {
|
|||||||
void groupRetreat(Mob *mob);
|
void groupRetreat(Mob *mob);
|
||||||
void useAbilities(Mob *mob, time_t currTime);
|
void useAbilities(Mob *mob, time_t currTime);
|
||||||
void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style);
|
void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style);
|
||||||
|
void enterCombat(CNSocket *sock, Mob *mob);
|
||||||
}
|
}
|
||||||
|
@ -12,9 +12,9 @@
|
|||||||
|
|
||||||
#define RESURRECT_HEIGHT 400
|
#define RESURRECT_HEIGHT 400
|
||||||
|
|
||||||
// placeholder; there's only one trigger type right now
|
|
||||||
enum Trigger {
|
enum Trigger {
|
||||||
ON_KILLED
|
ON_KILLED,
|
||||||
|
ON_COMBAT
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
|
typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
|
||||||
|
@ -7,6 +7,8 @@
|
|||||||
#include "MissionManager.hpp"
|
#include "MissionManager.hpp"
|
||||||
#include "GroupManager.hpp"
|
#include "GroupManager.hpp"
|
||||||
|
|
||||||
|
#include <cmath>
|
||||||
|
|
||||||
std::map<int32_t, NanoData> NanoManager::NanoTable;
|
std::map<int32_t, NanoData> NanoManager::NanoTable;
|
||||||
std::map<int32_t, NanoTuning> NanoManager::NanoTunings;
|
std::map<int32_t, NanoTuning> NanoManager::NanoTunings;
|
||||||
std::map<int32_t, SkillData> NanoManager::SkillTable;
|
std::map<int32_t, SkillData> NanoManager::SkillTable;
|
||||||
@ -588,7 +590,8 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target
|
|||||||
respdata[i].eCT = 4;
|
respdata[i].eCT = 4;
|
||||||
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
||||||
respdata[i].bProtected = 1;
|
respdata[i].bProtected = 1;
|
||||||
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT) { // only debuff if the enemy is not retreating and not casting corruption
|
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
|
||||||
|
&& !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
|
||||||
mob->appearanceData.iConditionBitFlag |= bitFlag;
|
mob->appearanceData.iConditionBitFlag |= bitFlag;
|
||||||
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
|
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
|
||||||
respdata[i].bProtected = 0;
|
respdata[i].bProtected = 0;
|
||||||
@ -655,7 +658,8 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int
|
|||||||
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
||||||
respdata[i].iHP = mob->appearanceData.iHP;
|
respdata[i].iHP = mob->appearanceData.iHP;
|
||||||
respdata[i].bProtected = 1;
|
respdata[i].bProtected = 1;
|
||||||
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT) { // only debuff if the enemy is not retreating and not casting corruption
|
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
|
||||||
|
&& !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
|
||||||
mob->appearanceData.iConditionBitFlag |= bitFlag;
|
mob->appearanceData.iConditionBitFlag |= bitFlag;
|
||||||
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
|
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
|
||||||
respdata[i].bProtected = 0;
|
respdata[i].bProtected = 0;
|
||||||
@ -710,7 +714,7 @@ bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targ
|
|||||||
|
|
||||||
Player *plr = PlayerManager::getPlayer(sock);
|
Player *plr = PlayerManager::getPlayer(sock);
|
||||||
|
|
||||||
int damage = MobManager::hitMob(sock, mob, PC_MAXHEALTH(plr->level) * amount / 2000 + mob->appearanceData.iHP * amount / 2000);
|
int damage = MobManager::hitMob(sock, mob, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
|
||||||
|
|
||||||
respdata[i].eCT = 4;
|
respdata[i].eCT = 4;
|
||||||
respdata[i].iDamage = damage;
|
respdata[i].iDamage = damage;
|
||||||
|
Loading…
Reference in New Issue
Block a user