- Modified the mob ai think time update after using skills from adelay/amotion to 100ms since the previous method adds a large delay before the AI activates again (which screws up with the timing of idle/walk skills)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10348 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2007/04/25
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* Modified the mob ai think time update after using skills from
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adelay/amotion to 100ms since the previous method adds a large delay before
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the AI activates again (which screws up with the timing of idle/walk
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skills)
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* NPC_MAGICALATTACK now starts a state similar to Sacrificial Ritual, in
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the sense that every normal attack afterwards becomes a Magical Attack. The
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skill duration is 15 secs. [Skotlex]
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@ -35,7 +35,6 @@
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#include "date.h"
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#include "irc.h"
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#define MIN_MOBTHINKTIME 100
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#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
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#define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
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@ -19,6 +19,8 @@
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#define MAX_MOB_DROP 10
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#define MAX_STEAL_DROP 7
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//Min time between AI executions
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#define MIN_MOBTHINKTIME 100
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//Min time before mobs do a check to call nearby friends for help (or for slaves to support their master)
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#define MIN_MOBLINKTIME 1000
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@ -5739,10 +5739,7 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
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break;
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if(md) {
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if(tid != -1) //Set afterskill delay.
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md->last_thinktime=tick +md->status.amotion;
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else
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md->last_thinktime=tick +md->status.adelay;
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md->last_thinktime=tick +MIN_MOBTHINKTIME;
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if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
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clif_emotion(src, md->db->skill[md->skillidx].emotion);
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}
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@ -5927,10 +5924,7 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
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break;
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if(md) {
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if (tid != -1)
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md->last_thinktime=tick +md->status.amotion;
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else
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md->last_thinktime=tick +md->status.adelay;
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md->last_thinktime=tick +MIN_MOBTHINKTIME;
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if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
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clif_emotion(src, md->db->skill[md->skillidx].emotion);
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}
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