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- Fixed script logic (onMobRoam to onPath at spawn time, then recurring check to continue pathing in onMobRoam, with onPath sterting the patrol through nodes) - Greatly reduced pathnodes while re-plotting several of them. These are not 100% accurate. - nuked MOD_MOVE from mob_pool_mods.sql and set speed in onMobSpawn instead. I am assuming when wiki says 250% they just mean its movement rate is 250, as they use the terminology interchangeably in many places. If I am wrong, his movement would be 125 assuming a base speed of 50, or 100 assuming a base speed of 40.Honestly none of these feel right, and I suspect he's 150 or 200. But feelings aren't good practice :P Pending fresh retail captures, an overhaul to the pathing methods, and a change to send the entity update packets more often, this is as good as he gets. P.S. I also corrected spelling on some unrelated comments my spellchecker caught while I was looking for his mods.
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