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Attack logic and various balance changes
- combatStep was altered, the mob can attack and give chase at the same time. Kiting melee mobs around is much harder. - Mobs in general are more harder, closer to how it was in retro. - Nanos styles are less detrimental to battle.
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@ -556,29 +556,17 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (mob->target == nullptr)
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return;
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}
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/*
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* If the mob is close enough to attack, do so. If not, get closer.
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* No, I'm not 100% sure this is how it's supposed to work.
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*/
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if (distance <= mobRange) {
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// attack logic
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if (mob->nextAttack == 0) {
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mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; //I *think* this is what this is
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npcAttackPc(mob, currTime);
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} else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) {
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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npcAttackPc(mob, currTime);
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}
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} else if (mob->skillStyle == -1) { // don't move while casting a skill
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// movement logic
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int distanceToTravel = 20000;
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int speed = mob->data["m_iRunSpeed"];
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// movement logic: move when out of range but don't move while casting a skill
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if (distance > mobRange && mob->skillStyle == -1) {
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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return;
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mob->nextMovement = currTime + 400;
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if (currTime >= mob->nextAttack)
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mob->nextAttack = 0;
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int speed = mob->data["m_iRunSpeed"];
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// halve movement speed if snared
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if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
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speed /= 2;
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@ -590,7 +578,10 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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targetY += mob->offsetY*distance/(mob->idleRange + 1);
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}
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, targetX, targetY, std::min(distance-mobRange+1, speed*2/5));
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distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, targetX, targetY, distanceToTravel);
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if (distanceToTravel < speed*2/5 && currTime >= mob->nextAttack)
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mob->nextAttack = 0;
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NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ, mob->instanceID, mob->appearanceData.iAngle);
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@ -607,6 +598,14 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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// attack logic
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if (distance <= mobRange || distanceToTravel < speed*2/5) {
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if (mob->nextAttack == 0 || currTime >= mob->nextAttack) {
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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npcAttackPc(mob, currTime);
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}
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}
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// retreat if the player leaves combat range
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int xyDistance = hypot(plr->x - mob->roamX, plr->y - mob->roamY);
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distance = hypot(xyDistance, plr->z - mob->roamZ);
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@ -989,7 +988,7 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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// base calculation
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int damage = attackPower * attackPower / (attackPower + defensePower);
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damage = std::max(10 + attackPower / 10, damage - (defensePower - attackPower / 2) * difficulty / 72);
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damage = std::max(10 + attackPower / 10, damage - (defensePower - attackPower / 6) * difficulty / 100);
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damage = damage * (rand() % 40 + 80) / 100;
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// Adaptium/Blastons/Cosmix
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@ -999,9 +998,9 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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if (defenderStyle - attackerStyle == 2)
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defenderStyle -= 3;
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if (attackerStyle < defenderStyle)
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damage = damage * 3 / 2;
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damage = damage * 5 / 4;
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else
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damage = damage * 2 / 3;
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damage = damage * 4 / 5;
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}
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// weapon boosts
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