mobai aligned with rune data and client.
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@@ -661,7 +661,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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float maxDamage = mob.mobBase.getDamageMax();
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int attackRating = mob.mobBase.getAttackRating();
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// [AI] The client (ArcMobile, 0x46D200) takes mob damage straight from the rune MINDAMAGE/MAXDAMAGE,
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// The client (ArcMobile, 0x46D200) takes mob damage straight from the rune MINDAMAGE/MAXDAMAGE,
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// with no stat scaling. Use the rune when it has damage, otherwise keep the mobbase value.
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if (rune != null && rune.rune_max_damage > 0) {
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@@ -669,7 +669,7 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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maxDamage = rune.rune_max_damage;
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}
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// [AI] Likewise ATR comes straight from the rune ATTACK for mobiles (0x466570).
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// Likewise ATR comes straight from the rune ATTACK for mobiles (0x466570).
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if (rune != null && rune.rune_attack > 0)
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attackRating = rune.rune_attack;
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@@ -138,7 +138,7 @@ public class ItemTemplate {
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public final EnumSet<mbEnums.MobBehaviourType> rune_group_role_set = EnumSet.noneOf(mbEnums.MobBehaviourType.class);
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public boolean rune_renderable = false;
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public int rune_natural_power_attack;
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// [AI] One float[] per rune_naturalattacks entry. Same "attack info" struct as a weapon (verified in IDA, see
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// One float[] per rune_naturalattacks entry. Same "attack info" struct as a weapon (verified in IDA, see
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// MBDATA/docs/client-map.md): [0] attack speed (WEPSPEED), [1] range (MAXRANGE), [2] unknown int,
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// [3] equip slot (1 = RHELD, 2 = LHELD), [4] projectile template id, [5] projectile speed, [6] swing anim,
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// [7] damage type, [8] min damage, [9] max damage
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