Passive mob buffs to new system

This commit is contained in:
gsemaj 2023-08-14 19:44:15 -07:00
parent 57f8f3e0e1
commit fdd7d53aed
No known key found for this signature in database
GPG Key ID: 24B96BAA40497929

View File

@ -762,12 +762,9 @@ void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) {
self->roamY = self->y;
self->roamZ = self->z;
int skillID = (int)self->data["m_iPassiveBuff"]; // cast passive
// TODO ABILITIES
/*std::vector<int> targetData = { 1, self->id, 0, 0, 0 };
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(self->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
int skillID = (int)self->data["m_iPassiveBuff"];
if(skillID != 0) // cast passive
Abilities::useNPCSkill(npc->getRef(), skillID, { npc });
}
void MobAI::onRetreat(CombatNPC* npc, EntityRef src) {