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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
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)
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@@ -82,7 +82,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
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{
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owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
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owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.meleeRange);
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owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.GetAttackRange());
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ChangeTarget(target);
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return false;
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}
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@@ -114,22 +114,22 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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public override void Cast(Character target, uint spellId)
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{
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// todo:
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}
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public override void Ability(Character target, uint abilityId)
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{
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// todo:
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}
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public override void RangedAttack(Character target)
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{
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// todo:
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}
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public override void MonsterSkill(Character target, uint mobSkillId)
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{
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// todo:
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}
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private void DoRoamTick(DateTime tick)
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@@ -202,7 +202,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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var targetPos = new Vector3(owner.target.positionX, owner.target.positionY, owner.target.positionZ);
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var distance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, targetPos.X, targetPos.Y, targetPos.Z);
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if (distance > owner.meleeRange - 0.2f || owner.aiContainer.CanFollowPath())
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if (distance > owner.GetAttackRange() - 0.2f || owner.aiContainer.CanFollowPath())
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{
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if (CanMoveForward(distance))
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{
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@@ -63,7 +63,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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public override void Cast(Character target, uint spellId)
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{
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owner.aiContainer.InternalCast(target, spellId);
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}
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public override void Ability(Character target, uint abilityId)
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