mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-10 22:44:36 +02:00
abilities now use correct animation id (<3 azia)
- did stuff with magicstate/attackstate - fixed status effect tick - added regen status (todo: actually populate the table and use that name instead of enum's) - added baseStats to char (todo: add bonuses and stuff on top of those, set charaWork values to the calculated ones + bonus)
This commit is contained in:
parent
88abd59ec3
commit
11bbb023d9
25 changed files with 426 additions and 235 deletions
|
@ -82,7 +82,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
|
||||
{
|
||||
owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
|
||||
owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.meleeRange);
|
||||
owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.GetAttackRange());
|
||||
ChangeTarget(target);
|
||||
return false;
|
||||
}
|
||||
|
@ -114,22 +114,22 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
|
||||
public override void Cast(Character target, uint spellId)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
public override void Ability(Character target, uint abilityId)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
public override void RangedAttack(Character target)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
public override void MonsterSkill(Character target, uint mobSkillId)
|
||||
{
|
||||
|
||||
// todo:
|
||||
}
|
||||
|
||||
private void DoRoamTick(DateTime tick)
|
||||
|
@ -202,7 +202,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
var targetPos = new Vector3(owner.target.positionX, owner.target.positionY, owner.target.positionZ);
|
||||
var distance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, targetPos.X, targetPos.Y, targetPos.Z);
|
||||
|
||||
if (distance > owner.meleeRange - 0.2f || owner.aiContainer.CanFollowPath())
|
||||
if (distance > owner.GetAttackRange() - 0.2f || owner.aiContainer.CanFollowPath())
|
||||
{
|
||||
if (CanMoveForward(distance))
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue