the current .spawns property for a mob only allows for spawning 1 mob at a set interval.
this doesnt change that, but now also allows for a mob to spawn additional mobs at %hp thresholds.
it also allows for a quantity of mobs to be spawned for both versions.
Example:
for franky he has "spawns":[[200,"nerfedmummy"]]
it can now be "spawns":[[200,"nerfedmummy",2]] and he would spawn 2 mummies at a time per interval
or "spawns":[["hp:0.50", "nerfedmummy", 3]] and he will spawn 3 mummies once he reaches 50% hp
* refactor exchange; use `distance` instead of `simple_distance`
* fix: put distance in a variable
* refactor: use Math.floor over parseInt
* rename variable to avoid name conflict
* remove the temp monster drop limitation
* clarity... enhance!
* move shouldItemDrop back into drop_something for scoped variables
* docstring enhancement
* remove the artifact comparison operator and item[0]
---------
Co-authored-by: Mark Tur <mark.tur@warnermedia.com>
* add timeout to `use`
* refactor: use Math.min directly
* fix: remove eval
It doesn't look good in the UI, we can assume that the current timeout is already shown in the UI
If a player was not on the server when the giveaway ended, or their inventory was full, then the server would push `{ name: undefined }` into the list of players that could win the giveaway. This would send the item into the abyss, as it would error while the server would try to mail the item, preventing it from being recovered.
This fixes a bug with giveaways. Giveaways would previously list all of the participants of a giveaway in the mail, but at some point a breaking change occurred, and instead it lists [object Object] multiple times.
Prior to this change, Piercing Shot (A ranger skill) that gives 500 armor piercing would only grant this pierce if the player had no pierce themselves. If the player had pierce, the pierce from the skill would then be overwritten by the player's pierce. This change fixes it by adding the player's pierce (or miss chance!) to the skills stats.