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Merge pull request #104 from earthiverse/range-fix
Fix infinite range for `curse`, `cburst`, and `3shot`/`5shot`
This commit is contained in:
@@ -221,6 +221,7 @@ skills={
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"cooldown":60000,
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"target":"monster",
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"hostile":True,
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"use_range":True,
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},
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"tangle":{
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"type":"skill",
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@@ -232,6 +233,8 @@ skills={
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"cooldown":60000,
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"target":True,
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"hostile":True,
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"use_range":True,
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"range_multiplier":2,
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},
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"rspeed":{
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"type":"skill",
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@@ -606,6 +609,9 @@ skills={
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"cooldown":10000,
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"target":True,
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"hostile":True,
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"range_multiplier":3,
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"range_bonus":20,
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"use_range": True
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},
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"pcoat":{
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"type":"skill",
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@@ -644,6 +650,7 @@ skills={
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"warning":"Highly unbalanced skill, could get nerfed or modified",
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"hostile":True,
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"projectile":"mentalburst",
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"use_range":True,
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},
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"quickpunch":{
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"type":"skill",
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@@ -748,6 +755,7 @@ skills={
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"pierces_immunity":True,
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"damage_type":"physical",
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"procs":True,
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"use_range":True,
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},
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"3shot":{
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"type":"skill",
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@@ -810,6 +818,7 @@ skills={
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"name":"Curse",
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"explanation":"Cursed opponents receive 20% more damage, deal 20% less damage and they slow down by 20.",
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"mp":400,
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"range":200,
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"duration":5000,
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"cooldown":5000,
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"condition":"cursed",
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+47
-52
@@ -2886,9 +2886,6 @@ function commence_attack(attacker, target, atype) {
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} else if (atype == "cburst") {
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var mp_cutoff = attacker.next_mp;
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var mp = attacker.next_mp;
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if (atype == "cburst") {
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mp = mp_cutoff = attacker.next_mp;
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}
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if (attacker.mp < mp_cutoff) {
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attacker.socket.emit("game_response", { response: "no_mp" });
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return { failed: true, reason: "no_mp", place: atype, id: target.id };
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@@ -8259,7 +8256,8 @@ function init_io() {
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}
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// Range check
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if (target && (gSkill.range || gSkill.use_range)) {
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const isTargetTooFar = (target) => {
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// Use the range of the skill, falling back to the player range if it isn't set
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let range = gSkill.range || player.range;
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if (gSkill.range_multiplier) {
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range *= gSkill.range_multiplier;
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@@ -8274,12 +8272,16 @@ function init_io() {
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const dist = distance(player, target);
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if (dist > range + player.xrange) {
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return fail_response("too_far", data.name, { dist: dist, id: target.id });
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return true;
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}
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if (dist > range) {
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// xrange was used, reduce it by however much we used
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player.xrange -= dist - range;
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}
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return false;
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};
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if (target && isTargetTooFar(target)) {
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return fail_response("too_far", data.name, { dist: dist, id: target.id });
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}
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// Consume item check
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@@ -8573,37 +8575,41 @@ function init_io() {
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resend(target, "u+cid");
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}
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} else if (data.name == "cburst") {
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var hit = {};
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var times = 0;
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var targeted = {};
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var attack = null;
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var c_resolve = null;
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consume_mp(player, gSkill.mp);
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player.first_burst = true;
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player.halt = true;
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if (is_array(data.targets)) {
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data.targets.forEach(function (t) {
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// console.log(id);
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var id = t[0];
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var mp = max(0, parseInt(t[1]) || 0);
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if (player.mp < 20 || times > 16 || !mp) {
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return;
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// Only look at the first 16 targets in the array if more are provided
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for (const t of data.targets.slice(0, 16)) {
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const id = t[0];
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// Prevent attacking the same entity twice
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if (targeted[id]) {
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continue;
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}
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times += 1;
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var target = instances[player.in].monsters[id];
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targeted[id] = true;
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const mp = max(0, parseInt(t[1]) || 0);
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if (mp <= 0) {
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continue;
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}
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let target = instances[player.in].monsters[id];
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if (!target) {
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target = instances[player.in].players[id];
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}
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if (!target || is_invinc(target) || target.name == player.name) {
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return;
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continue;
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}
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if (hit[id]) {
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return;
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if (isTargetTooFar(target)) {
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continue;
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}
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hit[id] = true;
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player.next_mp = mp;
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attack = commence_attack(player, target, "cburst");
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if (!attack || !attack.projectile) {
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return;
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continue;
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}
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if (!c_resolve) {
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c_resolve = attack;
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@@ -8613,14 +8619,12 @@ function init_io() {
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c_resolve.pids.push(attack.pid);
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c_resolve.targets.push(attack.target);
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}
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});
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}
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}
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player.halt = false;
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player.to_resend = "u+cid";
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if (!c_resolve) {
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if (attack) {
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reject = attack;
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}
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reject = { failed: true, place: data.name, reason: "no_target" };
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disappearing_text(player.socket, player, "NO HITS");
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} else {
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resolve = c_resolve;
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@@ -8662,40 +8666,34 @@ function init_io() {
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xy_emit(player, "ui", { type: data.name });
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} else if (data.name == "3shot" || data.name == "5shot") {
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player.halt = true;
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var times = 0;
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var hit = {};
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var reftarget = null;
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var targets = 3;
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var attack = null;
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var c_resolve = null;
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if (data.name == "5shot") {
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targets = 5;
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}
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const targeted = {};
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let c_resolve = null;
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//console.log(data.ids);
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if (is_array(data.ids)) {
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data.ids.forEach(function (id) {
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if (times >= targets) {
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return;
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// Only look at the first Xshot targets in the array if more are provided
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for (const id of data.ids.slice(0, data.name === "5shot" ? 5 : 3)) {
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// Prevent attacking the same entity twice
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if (targeted[id]) {
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continue;
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}
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times += 1;
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var target = instances[player.in].monsters[id];
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targeted[id] = true;
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target = instances[player.in].monsters[id];
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if (!target) {
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target = instances[player.in].players[id];
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}
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if (!target || is_invinc(target) || target.name == player.name) {
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attack = { failed: true, place: data.name, reason: "no_target" };
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return;
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continue;
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}
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if (hit[id]) {
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return;
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if (isTargetTooFar(target)) {
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continue;
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}
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hit[id] = true;
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attack = commence_attack(player, target, data.name);
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const attack = commence_attack(player, target, data.name);
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if (!attack || !attack.projectile) {
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return;
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continue;
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}
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if (!c_resolve) {
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reftarget = target;
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c_resolve = attack;
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attack.pids = [attack.pid];
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attack.targets = [attack.target];
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@@ -8703,16 +8701,13 @@ function init_io() {
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c_resolve.pids.push(attack.pid);
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c_resolve.targets.push(attack.target);
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}
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// if(times==1 && attack==null) times=40;
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});
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}
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}
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consume_mp(player, gSkill.mp, reftarget);
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player.halt = false;
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player.to_resend = "u+cid";
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consume_mp(player, gSkill.mp, target);
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if (!c_resolve) {
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if (attack) {
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reject = attack;
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}
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reject = { failed: true, place: data.name, reason: "no_target" };
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disappearing_text(player.socket, player, "NO HITS");
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} else {
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resolve = c_resolve;
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