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
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@@ -1392,7 +1392,11 @@ public class Mob extends AbstractIntelligenceAgent {
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NPCManager.applyRuneSetEffects(this);
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this.recalculateStats();
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this.setHealth(this.healthMax);
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this.region = BuildingManager.GetRegion(this.building, bindLoc.x, bindLoc.y, bindLoc.z);
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if(this.building == null && ((Mob)this.npcOwner).BehaviourType.ordinal() == MobBehaviourType.GuardCaptain.ordinal()){
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this.building = ((Mob)this.npcOwner).building;
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} else {
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this.region = BuildingManager.GetRegion(this.building, bindLoc.x, bindLoc.y, bindLoc.z);
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}
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MovementManager.translocate(this,this.bindLoc, this.region);
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if (!this.isSiege && !this.isPlayerGuard && contract == null)
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loadInventory();
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