Patrol wait determined by MBServerStatics.AI_PATROL_DIVISOR

mob cast chance now determined by MBStatics.AI_POWER_CHANCE

mob cast cooldown now determined by MBServerStatics.AI_POWER_DIVISOR

guards use normal mob damage calculations
This commit is contained in:
2023-05-24 19:14:23 -05:00
parent 80d45f364a
commit 3e659d981a
4 changed files with 13 additions and 11 deletions
+5 -9
View File
@@ -180,9 +180,7 @@ public class MobileFSM {
mob.stopPatrolTime = System.currentTimeMillis();
return;
}
//wait between 10 and 15 seconds after reaching patrol point before moving
int patrolDelay = ThreadLocalRandom.current().nextInt(10000) + 5000;
if (mob.stopPatrolTime + patrolDelay > System.currentTimeMillis())
if (mob.stopPatrolTime + (MBServerStatics.AI_PATROL_DIVISOR * 1000) > System.currentTimeMillis())
//early exit while waiting to patrol again
return;
//guard captains inherit barracks patrol points dynamically
@@ -226,6 +224,9 @@ public class MobileFSM {
// mobile in the proper state to cast.
if (mob == null)
return false;
if(ThreadLocalRandom.current().nextInt(100) > MBServerStatics.AI_POWER_CHANCE){
return false;
}
if (mob.mobPowers.isEmpty())
return false;
if (mob.nextCastTime == 0)
@@ -272,12 +273,7 @@ public class MobileFSM {
msg = PowersManager.createPowerMsg(mobPower, powerRank, mob, target);
msg.setUnknown04(2);
PowersManager.finishUseMobPower(msg, mob, 0, 0);
// Default minimum seconds between cast = 10
long coolDown = mobPower.getCooldown();
if (coolDown < 10000)
mob.nextCastTime = System.currentTimeMillis() + 10000 + coolDown;
else
mob.nextCastTime = System.currentTimeMillis() + coolDown;
mob.nextCastTime = System.currentTimeMillis() + (MBServerStatics.AI_POWER_DIVISOR * 1000);
return true;
}
return false;
+2 -1
View File
@@ -335,7 +335,8 @@ public class CombatUtilities {
if(agent.isSummonedPet() == true || agent.isPet() == true || agent.isNecroPet() == true) {
damage = calculatePetDamage(agent);
}else if(agent.isPlayerGuard() == true){
damage = calculateGuardDamage(agent);
//damage = calculateGuardDamage(agent);
damage = calculateMobDamage(agent);
}else if (agent.getLevel() > 80) {
damage = calculateEpicDamage(agent);
} else{
+5 -1
View File
@@ -1392,7 +1392,11 @@ public class Mob extends AbstractIntelligenceAgent {
NPCManager.applyRuneSetEffects(this);
this.recalculateStats();
this.setHealth(this.healthMax);
this.region = BuildingManager.GetRegion(this.building, bindLoc.x, bindLoc.y, bindLoc.z);
if(this.building == null && ((Mob)this.npcOwner).BehaviourType.ordinal() == MobBehaviourType.GuardCaptain.ordinal()){
this.building = ((Mob)this.npcOwner).building;
} else {
this.region = BuildingManager.GetRegion(this.building, bindLoc.x, bindLoc.y, bindLoc.z);
}
MovementManager.translocate(this,this.bindLoc, this.region);
if (!this.isSiege && !this.isPlayerGuard && contract == null)
loadInventory();
+1
View File
@@ -655,6 +655,7 @@ public class MBServerStatics {
public static int AI_POWER_DIVISOR = 20;
public static int AI_PET_HEEL_DISTANCE = 10;
public static int AI_PATROL_RADIUS = 60;
public static int AI_POWER_CHANCE = 30; // set 1 -100 to determine mobs chance to cast a spell
public static float AI_MAX_ANGLE = 10f;