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Merge pull request #198 from Crowns3bc/fix-spawn-mechanic
Fix for new spawn mechanic
This commit is contained in:
+27
-29
@@ -12061,36 +12061,34 @@ function update_instance(instance) {
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}
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}
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}
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}
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// --- HP threshold spawns (new) ---
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// --- HP threshold spawns (new) ---
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if (typeof condition === "string" && condition.startsWith("hp:")) {
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if (typeof condition === "string" && condition.startsWith("hp:")) {
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const threshold = parseFloat(condition.split(":")[1]); // e.g. 0.75
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const threshold = parseFloat(condition.split(":")[1]); // e.g. 0.75
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const currentHpRatio = monster.hp / monster.max_hp;
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const currentHpRatio = monster.hp / monster.max_hp;
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const key = name + "_hp_" + threshold;
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const key = name + "_hp_" + threshold;
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if (currentHpRatio <= threshold && !monster.last[key]) { // trigger once per fight
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if (currentHpRatio <= threshold && (monster.last[key] == undefined || monster.last[key] < count)) {
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for (let i = 0; i < count; i++) {
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const pname = random_one(Object.keys(monster.points));
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const pname = random_one(Object.keys(monster.points));
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const player = get_player(pname);
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const player = get_player(pname);
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if (player && !player.npc && distance(monster, player) < 400) {
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if (!player || player.npc || distance(monster, player) > 400) return;
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if (is_same(player, get_player(monster.target), true)) {
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if (!is_same(player, get_player(monster.target), true)) return;
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const spot = safe_xy_nearby(player.map, player.x + Math.random() * 20 - 10, player.y + Math.random() * 20 - 10);
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if (spot) {
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const spot = safe_xy_nearby(player.map, player.x + Math.random() * 20 - 10, player.y + Math.random() * 20 - 10);
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new_monster(instance.name, {
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if (!spot) return;
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type: name,
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stype: "spawn",
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new_monster(instance.name, {
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x: spot.x,
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type: name,
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target: player.name,
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stype: "spawn",
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master: monster.id,
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x: spot.x,
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});
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y: spot.y,
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monster.last[key] = 1 + (monster.last[key] || 0);
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target: player.name,
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}
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master: monster.id,
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}
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});
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}
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}
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}
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monster.last[key] = true; // mark this threshold as triggered
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}
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}
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});
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}
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}
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});
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}
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function attack_target_or_move() {
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function attack_target_or_move() {
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var player = players[name_to_id[monster.target]];
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var player = players[name_to_id[monster.target]];
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if (player && ssince(monster.last.attacked) > 20 && Math.random() > monster.rage * 0.99) {
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if (player && ssince(monster.last.attacked) > 20 && Math.random() > monster.rage * 0.99) {
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