cast chance and cooldown modification for mobs
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.devcmd.cmds;
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import engine.ai.MobileFSMManager;
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import engine.devcmd.AbstractDevCmd;
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import engine.gameManager.DbManager;
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import engine.objects.AbstractGameObject;
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import engine.objects.PlayerCharacter;
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import engine.server.MBServerStatics;
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/**
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* @author Steve
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*/
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public class SetAICmd extends AbstractDevCmd {
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public SetAICmd() {
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super("setAI");
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this.addCmdString("ai");
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}
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@Override
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protected void _doCmd(PlayerCharacter pc, String[] words,
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AbstractGameObject target) {
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if (words.length < 2) {
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this.sendUsage(pc);
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return;
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}
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int amount;
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try {
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amount = Integer.valueOf(words[1]);
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} catch (NumberFormatException e) {
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this.throwbackError(pc, "Failed to parse amount");
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return;
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}
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switch (words[0]) {
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case "angle":
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float angle = Float.parseFloat(words[1]);
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MobileFSMManager.AI_MAX_ANGLE = angle;
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break;
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case "aggrorange":
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MobileFSMManager.AI_BASE_AGGRO_RANGE = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Aggro Range is now set to " + amount);
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break;
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case "dropaggrorange":
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MobileFSMManager.AI_DROP_AGGRO_RANGE = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Drop Aggro Range is now set to " + amount);
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break;
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case "patroldivisor":
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MobileFSMManager.AI_PATROL_DIVISOR = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Patrol Chance is now set to " + amount);
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break;
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case "pulse":
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if (amount < 500) {
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this.throwbackError(pc, "pulse amount must be greather than 500 to execute.");
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return;
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}
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MobileFSMManager.AI_PULSE_MOB_THRESHOLD = amount;
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this.throwbackInfo(pc, "Pulse is now set to " + amount);
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break;
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case "sleepthread":
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if (amount < 500) {
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this.throwbackError(pc, "sleep amount must be greather than 500 to execute.");
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return;
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}
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MobileFSMManager.AI_THREAD_SLEEP = amount;
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this.throwbackInfo(pc, "Thread Sleep is now set to " + amount);
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break;
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case "recallrange":
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MobileFSMManager.AI_RECALL_RANGE = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Recall Range is now set to " + amount);
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break;
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case "powerdivisor":
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MobileFSMManager.AI_POWER_DIVISOR = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Power Divisor is now set to " + amount);
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break;
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case "losehate":
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MBServerStatics.PLAYER_HATE_DELIMITER = amount;
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break;
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case "hatemodcombat":
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MBServerStatics.PLAYER_COMBAT_HATE_MODIFIER = amount;
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default:
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this.throwbackError(pc, words[0] + " is not a valid AI Command.");
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break;
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}
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}
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@Override
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protected String _getHelpString() {
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String help = "Modifies Mob AI Statics. Commands:";
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help += "\n AGGRORANGE: Sets the range when a mob will aggro it's target. Aggro range is currently " + MobileFSMManager.AI_BASE_AGGRO_RANGE;
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help += "\n DROPAGGRORANGE: Sets the range when a mob will drop aggro from it's target. Drop aggro range is currently " + MobileFSMManager.AI_DROP_AGGRO_RANGE;
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help += "\n PATROLDIVISOR: Sets the Patrol Divisor for Mob AI. Setting this will give a 1/[amount] chance to parol the area. Patrol Chance is currently 1/" + MobileFSMManager.AI_PATROL_DIVISOR;
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help += "\n PULSE: sets how often to run mob's AI. Measured in MS. Pulse is currently " + MobileFSMManager.AI_PULSE_MOB_THRESHOLD + "ms.";
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help += "\n SLEEPTHREAD: Sets how long to sleep the AI for ALL mobs.Thread sleep is currently " + MobileFSMManager.AI_THREAD_SLEEP + "ms.";
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help += "\n RECALLRANGE: Sets the range of a mob to recall back to it's bind location. Recall range is currently " + MobileFSMManager.AI_RECALL_RANGE;
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help += "\n POWERDIVISOR: Sets the Power Divisor for Mob AI.Setting this will give a 1/[amount] chance to use power on a player. Power Divisor is currently " + MobileFSMManager.AI_POWER_DIVISOR;
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help += "\n LOSEHATE: Sets the amount per second to reduce hate amount for player while they are idle. Hate Delimiter is currently " + MBServerStatics.PLAYER_HATE_DELIMITER;
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help += "\n HATEMODCOMBAT: sets the modifier for Hate value for Combat. Hate Value is `Damage *[HATEMODCOMBAT]`.Hate Mod Combat is currently " + MBServerStatics.PLAYER_COMBAT_HATE_MODIFIER;
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return help;
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}
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@Override
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protected String _getUsageString() {
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String usage = "' /setai `command` `amount` `";
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usage += '\n' + _getHelpString();
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return usage;
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}
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}
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@@ -120,7 +120,6 @@ public enum DevCmdManager {
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DevCmdManager.registerDevCmd(new PurgeObjectsCmd());
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DevCmdManager.registerDevCmd(new SplatMobCmd());
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DevCmdManager.registerDevCmd(new SlotNpcCmd());
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DevCmdManager.registerDevCmd(new SetAICmd());
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DevCmdManager.registerDevCmd(new GateInfoCmd());
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DevCmdManager.registerDevCmd(new ShowOffsetCmd());
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DevCmdManager.registerDevCmd(new RealmInfoCmd());
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