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Specific messages instead of FFT for disengage (#136)
* Specific messages instead of FFT for disengage * return early to prevent ghost messages for disengage
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+40
-2
@@ -2400,8 +2400,46 @@ function init_socket(args)
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}
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else if(data.type=="disengage")
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{
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var m=get_entity(data.id);
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if(m) d_text("FFT..",m,{color:"#84A1D1"});
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const m = get_entity(data.id);
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if(!m) {
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return
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}
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// disengage | event_lop can cause monsters to randomly disengage, this is during the grinch event.
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// cant_move_smart | if smart move fails to move the monster to the target
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// kill_monster | call relates to free_last_hits
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// firecrackers |
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// stop() | mechagnomes
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// defeat | defeated_by_a_monster function
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// redirect | something with the rage_list
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// anger
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// warpstomp
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// exceeds_range
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// cant_move
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let text = "FFT..";
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let color = "#84A1D1";
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switch (data.cause) {
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case "taunt redirect":
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text = "GRR.."
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break;
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case "agitate redirect":
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text = "GRRRR.."
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break;
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case "absorb redirect":
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text = "GRRR.."
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break;
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case "bored":
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// if last attack is too long ago.
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text = "Yawns.."
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case "player_gone":
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// different instance, dead player, invis player
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text = "Huh?!"
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case "scare":
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text = "EEP.."
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break;
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}
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d_text(text, m, {color});
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}
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else if(data.type=="mheal")
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{
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+4
-3
@@ -11431,7 +11431,8 @@ function stop_pursuit(monster, args) {
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monster.u = true;
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monster.irregular = 2;
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calculate_monster_stats(monster);
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xy_emit(monster, "ui", { id: monster.id, type: "disengage", event: true });
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// Forward args.cause to the UI so it can give different messages
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xy_emit(monster, "ui", { id: monster.id, type: "disengage", event: true, cause: args.cause });
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}
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function defeated_by_a_monster(attacker, player) {
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@@ -11753,7 +11754,7 @@ function update_instance(instance) {
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var theone = random_one(c);
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if (theone) {
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if (monster.target && get_player(monster.target)) {
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stop_pursuit(monster);
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stop_pursuit(monster, { cause: "anger" });
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}
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target_player(monster, theone);
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}
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@@ -11778,7 +11779,7 @@ function update_instance(instance) {
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var theone = random_one(c);
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if (theone) {
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if (monster.target && get_player(monster.target)) {
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stop_pursuit(monster);
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stop_pursuit(monster, { cause: "warpstomp" });
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}
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target_player(monster, theone);
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port_monster(monster, theone, { stomp: 160 });
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