Integer division fix. Class cleanup.
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@@ -500,6 +500,11 @@ public class Mob extends AbstractIntelligenceAgent {
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mobWithoutID.level = (short) level;
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// NPC in a Building derives position from slot
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if (mobWithoutID.building != null)
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mobWithoutID.bindLoc = Vector3fImmutable.ZERO;
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Mob mob;
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try {
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@@ -1592,8 +1597,8 @@ public class Mob extends AbstractIntelligenceAgent {
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max = this.mobBase.getMaxDmg();
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} else {
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if (mainHand) this.rangeHandOne = weapon.getItemBase().getRange() * (1 + (baseStrength / 600));
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else this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (baseStrength / 600));
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if (mainHand) this.rangeHandOne = weapon.getItemBase().getRange() * (1 + (baseStrength / 600.0f));
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else this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (baseStrength / 600.0f));
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skillPercentage = getModifiedAmount(this.skills.get(wb.getSkillRequired()));
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masteryPercentage = getModifiedAmount(this.skills.get(wb.getMastery()));
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@@ -1609,8 +1614,8 @@ public class Mob extends AbstractIntelligenceAgent {
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// calculate atr
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float atr = this.mobBase.getAttackRating();
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if (this.statStrCurrent > this.statDexCurrent) atr += statStrCurrent / 2;
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else atr += statDexCurrent / 2;
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if (this.statStrCurrent > this.statDexCurrent) atr += statStrCurrent * .5;
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else atr += statDexCurrent * .5;
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// add in any bonuses to atr
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@@ -1755,7 +1760,7 @@ public class Mob extends AbstractIntelligenceAgent {
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}
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mobPowers = new HashMap<>();
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if (PowersManager.AllMobPowers.containsKey(this.getMobBaseID()) == true)
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if (PowersManager.AllMobPowers.containsKey(this.getMobBaseID()))
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mobPowers = PowersManager.AllMobPowers.get(this.getMobBaseID());
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if (this.equip == null) {
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@@ -1848,7 +1853,8 @@ public class Mob extends AbstractIntelligenceAgent {
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public void handleDirectAggro(AbstractCharacter ac) {
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if (ac.getObjectType().equals(GameObjectType.PlayerCharacter) == false) return;
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if (!ac.getObjectType().equals(GameObjectType.PlayerCharacter))
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return;
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PlayerCharacter player = (PlayerCharacter) ac;
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@@ -1857,7 +1863,8 @@ public class Mob extends AbstractIntelligenceAgent {
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return;
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}
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if (player.getObjectUUID() == this.getCombatTarget().getObjectUUID()) return;
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if (player.getObjectUUID() == this.getCombatTarget().getObjectUUID())
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return;
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if (this.getCombatTarget().getObjectType() == GameObjectType.PlayerCharacter)
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if (ac.getHateValue() > ((PlayerCharacter) this.getCombatTarget()).getHateValue())
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