Commit 06d4265c by Jonathan Thomas

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
...@@ -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
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...@@ -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 = 15; // Time before leaping / attacking protected final int CHARGE_TIME = 12; // Time before leaping / attacking
protected final double MOVE_DISTANCE = 200D; // 20 blocks away protected final double MOVE_DISTANCE = 200D; // 20 blocks away
protected final double CHARGE_DISTANCE = 25D; // 5 blocks away protected final double CHARGE_DISTANCE = 25D; // 5 blocks away
protected final double ATTACK_DISTANCE = 4D; // 2 blocks away protected final double ATTACK_DISTANCE = 4D; // 2 blocks away
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