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CreatureChat
Commits
06d4265c
Commit
06d4265c
authored
Jul 15, 2024
by
Jonathan Thomas
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Updated ATTACK **CHARGE_TIME** to be a little **faster** (when non-native attacks are used)
parent
17b1c69c
Pipeline
#12672
passed with stages
in 2 minutes 1 second
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CHANGELOG.md
CHANGELOG.md
+1
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AttackPlayerGoal.java
src/main/java/com/owlmaddie/goals/AttackPlayerGoal.java
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CHANGELOG.md
View file @
06d4265c
...
@@ -17,6 +17,7 @@ All notable changes to **CreatureChat** are documented in this file. The format
...
@@ -17,6 +17,7 @@ All notable changes to **CreatureChat** are documented in this file. The format
-
Chat Bubble
**rendering**
& interacting is now dependent on
**whitelist / blacklist**
config
-
Chat Bubble
**rendering**
& interacting is now dependent on
**whitelist / blacklist**
config
-
Improved client
**render performance**
(only query nearby entities every 3rd call)
-
Improved client
**render performance**
(only query nearby entities every 3rd call)
-
Fixed a
**crash with FLEE**
when non-path aware entities (i.e. Ghast) attempted to flee.
-
Fixed a
**crash with FLEE**
when non-path aware entities (i.e. Ghast) attempted to flee.
-
Updated ATTACK
**CHARGE_TIME**
to be a little
**faster**
(when non-native attacks are used)
-
Extended
**click sounds**
to 12 blocks away (from 8)
-
Extended
**click sounds**
to 12 blocks away (from 8)
-
Fixed certain
**behaviors**
from colliding with others (i.e.
**mutual exclusive**
ones)
-
Fixed certain
**behaviors**
from colliding with others (i.e.
**mutual exclusive**
ones)
-
Updated README.md with new video thumbnail, and simplified text, added spoiler to install instructions
-
Updated README.md with new video thumbnail, and simplified text, added spoiler to install instructions
...
...
src/main/java/com/owlmaddie/goals/AttackPlayerGoal.java
View file @
06d4265c
...
@@ -23,7 +23,7 @@ public class AttackPlayerGoal extends PlayerBaseGoal {
...
@@ -23,7 +23,7 @@ public class AttackPlayerGoal extends PlayerBaseGoal {
protected
enum
EntityState
{
MOVING_TOWARDS_PLAYER
,
IDLE
,
CHARGING
,
ATTACKING
,
LEAPING
}
protected
enum
EntityState
{
MOVING_TOWARDS_PLAYER
,
IDLE
,
CHARGING
,
ATTACKING
,
LEAPING
}
protected
EntityState
currentState
=
EntityState
.
IDLE
;
protected
EntityState
currentState
=
EntityState
.
IDLE
;
protected
int
cooldownTimer
=
0
;
protected
int
cooldownTimer
=
0
;
protected
final
int
CHARGE_TIME
=
1
5
;
// Time before leaping / attacking
protected
final
int
CHARGE_TIME
=
1
2
;
// Time before leaping / attacking
protected
final
double
MOVE_DISTANCE
=
200
D
;
// 20 blocks away
protected
final
double
MOVE_DISTANCE
=
200
D
;
// 20 blocks away
protected
final
double
CHARGE_DISTANCE
=
25
D
;
// 5 blocks away
protected
final
double
CHARGE_DISTANCE
=
25
D
;
// 5 blocks away
protected
final
double
ATTACK_DISTANCE
=
4
D
;
// 2 blocks away
protected
final
double
ATTACK_DISTANCE
=
4
D
;
// 2 blocks away
...
...
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