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{