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Update runner_functions.js
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+6
-1
@@ -40,7 +40,8 @@ function in_attack_range(target) // also works for priests/heal
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function can_attack(target) // also works for priests/heal
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function can_attack(target) // also works for priests/heal
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{
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{
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if(in_attack_range(target) && new Date()>=parent.next_attack) return true;
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// is_disabled function checks .rip and .stunned
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if(!parent.is_disabled(character) && in_attack_range(target) && new Date()>=parent.next_attack) return true;
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return false;
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return false;
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}
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}
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@@ -85,6 +86,7 @@ function say(message)
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function move(x,y)
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function move(x,y)
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{
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{
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if(!can_walk(character)) return;
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var map=parent.map,move=parent.calculate_move(parent.M,character.real_x,character.real_y,x,y);
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var map=parent.map,move=parent.calculate_move(parent.M,character.real_x,character.real_y,x,y);
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character.from_x=character.real_x;
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character.from_x=character.real_x;
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character.from_y=character.real_y;
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character.from_y=character.real_y;
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@@ -135,5 +137,8 @@ function use_hp_or_mp()
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function loot()
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function loot()
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{
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{
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for(id in parent.chests)
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for(id in parent.chests)
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{
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parent.socket.emit("open_chest",{id:id});
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parent.socket.emit("open_chest",{id:id});
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break; // this ensures only 1 thing is looted at very call, so when the inventory is full, things don't get spammy [22/09/16]
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}
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}
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}
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