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Hostile ai tweak #2095
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Hostile ai tweak #2095
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Kitsunemitsu
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Tweak
A small change/addition to already existing systems.
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Apr 27, 2024
InsightfulParasite
previously approved these changes
Apr 27, 2024
Coxswain-Navigator
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Code improvement
Code is now easier to copy paste.
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May 1, 2024
LanceSmites328
previously requested changes
May 1, 2024
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I didnt consider having items themselves alter aggro value. Great job. |
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I forgot test merge candidate fucks up PR's but apparently dont merge doesnt??? |
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Based on my experience with optimising effects timers are really bad for performance compared to sleeps.
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Apparently was testmerged before. Looks good. Approved.
Kitsunemitsu
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December 18, 2024 00:02
Was fixed; this PR is good to go.
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Labels
Code improvement
Code is now easier to copy paste.
Red Label
High importance issue/pull request.
Tweak
A small change/addition to already existing systems.
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About The Pull Request
Makes the mob ai more opportunistic about attacking other enemies while main target is out of reach.
Implements actual melee attack delay for ai (attack_cooldown in deciseconds), converts existing rapid_melee values.
AttackingTarget proc now actually uses the attacked_target parameter to allow attacking things other than the aggro holder.
2024-04-27.02-12-07.mp4
Optimised ListTargets.
Shortened patience loss time to 5 seconds, now mob has to lose target, lose patience or get enough aggro to overpower current target aggro + target_switch_resistance(about 15% maxhp worth of aggro) to switch targets instead of it being random upon taking damage.
Simple animals now properly add aggro upon attacking, which fixes mobs always prioritizing attacking other mobs instead of humans.
Hostiles now gain patience upon being attacked by the target in melee, this lets mobs without melee attacks such as Arbiter keep the same target so long as you keep attacking them.
Added AGGRO_DAMAGE damage type for adding aggro without dealing damage.
Shield type ego now deal aggro damage, that scales with the average of fortitude and prudence, in a 3 tile radius on block(regardless of any attacks getting blocked)
Why It's Good For The Game
Would make kiting strong enemies less effective.
Can customize mob attack cooldowns more precisely.
Changelog
🆑
tweak: Mob ai will attack anyone in range while main target is too far
code: AttackingTarget now uses the attacked_target parameter, mob melee attack speed is now using attack_cooldown instead of rapid_melee
/:cl: