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a70b1a3543
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a70b1a3543 |
@ -295,13 +295,11 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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if (plr->Nanos[plr->activeNano].iStamina > 150)
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if (plr->Nanos[plr->activeNano].iStamina > 150)
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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// fire damage power disguised as a corruption attack back at the enemy
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// fire damage power disguised as a corruption attack back at the enemy
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SkillData skill = Abilities::SkillTable[skillID];
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// TODO ABILITIES
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skill.durationTime[0] = 0;
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/*std::vector<int> targetData2 = {1, mob->id, 0, 0, 0};
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skill.values[0][0] = 200; // have to set
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for (auto& pwr : Abilities::Powers)
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skill.values[0][1] = 200; // all of these
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if (pwr.skillType == EST_DAMAGE)
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skill.values[0][2] = 200; // because the player might
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pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);*/
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skill.values[0][3] = 200; // have a boost
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Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob });
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} else {
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} else {
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respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
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respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
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respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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