mirror of
https://gitlab.com/2009scape/2009scape.git
synced 2025-12-09 16:45:44 -07:00
Corporeal beast authenticity improvements
Dark core will no longer jump to players in safe area Adjusted maximum attack hits Protect from magic now blocks the big dart attack by 40% Now resummons the dark core when it dies Made the dark core respawn mechanics more authentic Dark core now drops ashes
This commit is contained in:
parent
b0be48501b
commit
53dc169774
4 changed files with 106 additions and 75 deletions
|
|
@ -58878,5 +58878,19 @@
|
|||
"maxAmount": "1"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"default": [
|
||||
{
|
||||
"minAmount": "1",
|
||||
"weight": "1.0",
|
||||
"id": "592",
|
||||
"maxAmount": "1"
|
||||
}
|
||||
],
|
||||
"charm": [],
|
||||
"ids": "8127",
|
||||
"description": "Dark energy core",
|
||||
"main": []
|
||||
}
|
||||
]
|
||||
|
|
@ -2,15 +2,11 @@ package content.region.wilderness.handlers;
|
|||
|
||||
import content.data.BossKillCounter;
|
||||
import core.game.node.entity.Entity;
|
||||
import core.game.node.entity.combat.BattleState;
|
||||
import core.game.node.entity.combat.CombatStyle;
|
||||
import core.game.node.entity.combat.CombatSwingHandler;
|
||||
import core.game.node.entity.combat.*;
|
||||
import core.game.node.entity.combat.ImpactHandler.HitsplatType;
|
||||
import core.game.node.entity.combat.MultiSwingHandler;
|
||||
import core.game.node.entity.combat.equipment.SwitchAttack;
|
||||
import core.game.node.entity.combat.equipment.Weapon;
|
||||
import core.game.node.entity.impl.Projectile;
|
||||
import core.game.node.entity.npc.AbstractNPC;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
import core.game.node.entity.npc.NPCBehavior;
|
||||
import core.game.node.entity.player.Player;
|
||||
|
|
@ -22,7 +18,6 @@ import core.game.world.map.RegionManager;
|
|||
import core.game.world.update.flag.context.Animation;
|
||||
import core.game.world.update.flag.context.Graphics;
|
||||
import core.plugin.Initializable;
|
||||
import core.plugin.Plugin;
|
||||
import core.tools.RandomFunction;
|
||||
import org.rs09.consts.NPCs;
|
||||
|
||||
|
|
@ -32,7 +27,6 @@ import java.util.List;
|
|||
/**
|
||||
* Handles the Corporeal beast NPC.
|
||||
* @author Emperor
|
||||
*
|
||||
*/
|
||||
@Initializable
|
||||
public final class CorporealBeastNPC extends NPCBehavior {
|
||||
|
|
@ -47,6 +41,11 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
*/
|
||||
public NPC darkEnergyCore;
|
||||
|
||||
/**
|
||||
* Whether to force a dark core spawn roll on our next swing (only done if we just got hit >= 32 damage).
|
||||
*/
|
||||
public boolean forceCoreRoll = false;
|
||||
|
||||
/**
|
||||
* Constructs a new {@code CorporealBeastNPC} {@code Object}.
|
||||
*/
|
||||
|
|
@ -78,6 +77,10 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
}
|
||||
}
|
||||
}
|
||||
if (state.getEstimatedHit() >= 32) {
|
||||
CorporealBeastNPC corp = (CorporealBeastNPC) self.behavior;
|
||||
corp.forceCoreRoll = true;
|
||||
}
|
||||
if (state.getEstimatedHit() > 100) {
|
||||
state.setEstimatedHit(100);
|
||||
}
|
||||
|
|
@ -98,37 +101,42 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
/**
|
||||
* Handles the Corporeal beast's combat.
|
||||
* @author Emperor
|
||||
*
|
||||
*/
|
||||
static class CombatHandler extends MultiSwingHandler {
|
||||
|
||||
|
||||
/**
|
||||
* Constructs a new {@code CombatHandler} {@code Object}.
|
||||
*/
|
||||
public CombatHandler() {
|
||||
super(
|
||||
//Melee (crush)
|
||||
new SwitchAttack(CombatStyle.MELEE.getSwingHandler(), Animation.create(10057)).setMaximumHit(52),
|
||||
new SwitchAttack(CombatStyle.MELEE.getSwingHandler(), Animation.create(10057)).setMaximumHit(51),
|
||||
//Melee (slash)
|
||||
new SwitchAttack(CombatStyle.MELEE.getSwingHandler(), Animation.create(10058)).setMaximumHit(51),
|
||||
//Magic (drain skill)
|
||||
//Magic (drain skill, blocked by prayer)
|
||||
new SwitchAttack(CombatStyle.MAGIC.getSwingHandler(), Animation.create(10410), null, null, Projectile.create(null, null, 1823, 60, 36, 41, 46)).setMaximumHit(55),
|
||||
//Magic (location based)
|
||||
//Magic (location-based, hits through prayer)
|
||||
new SwitchAttack(CombatStyle.MAGIC.getSwingHandler(), Animation.create(10410), null, null, Projectile.create(null, null, 1824, 60, 36, 41, 46)).setMaximumHit(42),
|
||||
//Magic (hit through prayer)
|
||||
new SwitchAttack(CombatStyle.MAGIC.getSwingHandler(), Animation.create(10410), null, null, Projectile.create(null, null, 1825, 60, 36, 41, 46)).setMaximumHit(66)
|
||||
//Magic (hits through prayer)
|
||||
new SwitchAttack(CombatStyle.MAGIC.getSwingHandler(), Animation.create(10410), null, null, Projectile.create(null, null, 1825, 60, 36, 41, 46)).setMaximumHit(65)
|
||||
);
|
||||
}
|
||||
|
||||
@Override
|
||||
public int swing(Entity entity, Entity victim, BattleState state) {
|
||||
spawnDarkCore(entity, (CorporealBeastNPC)((NPC) entity).behavior, victim);
|
||||
// If we're below the right HP threshold, roll a chance to spawn the dark core
|
||||
CorporealBeastNPC corp = (CorporealBeastNPC) ((NPC) entity).behavior;
|
||||
double thresh = entity.getSkills().getMaximumLifepoints() * (0.3 + (entity.getViewport().getCurrentPlane().getPlayers().size() * 0.05));
|
||||
if (corp.forceCoreRoll || entity.getSkills().getLifepoints() < thresh) {
|
||||
rollDarkCore(entity, corp, victim);
|
||||
corp.forceCoreRoll = false;
|
||||
}
|
||||
// If we can stomp, do that for our turn
|
||||
if (doStompAttack(entity)) {
|
||||
entity.getProperties().getCombatPulse().setNextAttack(entity.getProperties().getAttackSpeed());
|
||||
return -1;
|
||||
}
|
||||
//Location based attack.
|
||||
// Location-based attack.
|
||||
if (super.getNext().getProjectile() != null && super.getNext().getProjectile().getProjectileId() == 1824) {
|
||||
setCurrent(getNext());
|
||||
CombatStyle style = getCurrent().getStyle();
|
||||
|
|
@ -144,16 +152,15 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
}
|
||||
|
||||
/**
|
||||
* Spawns a dark core.
|
||||
* Rolls a 1/8 chance to spawn a dark core.
|
||||
* @param npc The corporeal beast NPC.
|
||||
* @param victim The victim.
|
||||
*/
|
||||
private void spawnDarkCore(Entity corp, final CorporealBeastNPC npc, Entity victim) {
|
||||
if (npc.darkEnergyCore != null && npc.darkEnergyCore.isActive()) {
|
||||
private void rollDarkCore(Entity corp, final CorporealBeastNPC npc, Entity victim) {
|
||||
if (npc.darkEnergyCore != null && npc.darkEnergyCore.isActive() && !DeathTask.isDead(npc.darkEnergyCore)) {
|
||||
return;
|
||||
}
|
||||
double max = corp.getSkills().getMaximumLifepoints() * (0.3 + (corp.getViewport().getCurrentPlane().getPlayers().size() * 0.05));
|
||||
if (corp.getSkills().getLifepoints() > max) {
|
||||
if (!RandomFunction.roll(8)) {
|
||||
return;
|
||||
}
|
||||
Location l = RegionManager.getTeleportLocation(victim.getLocation(), 3);
|
||||
|
|
@ -184,6 +191,7 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
boolean secondStage = false;
|
||||
List<Player> players = RegionManager.getLocalPlayers(entity);
|
||||
Location[] locations = null;
|
||||
|
||||
@Override
|
||||
public boolean pulse() {
|
||||
if (!secondStage) {
|
||||
|
|
@ -215,11 +223,14 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
locations = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void hit(Player p) {
|
||||
int max = p.hasProtectionPrayer(CombatStyle.MAGIC) ? 13 : 42;
|
||||
int hit = 0;
|
||||
if (isAccurateImpact(entity, p)) {
|
||||
hit = RandomFunction.random(max);
|
||||
hit = RandomFunction.random(42);
|
||||
if (p.hasProtectionPrayer(CombatStyle.MAGIC)) {
|
||||
hit = (int) (hit * 0.6);
|
||||
}
|
||||
}
|
||||
p.getImpactHandler().handleImpact(entity, hit, CombatStyle.MAGIC);
|
||||
}
|
||||
|
|
@ -264,8 +275,7 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
if ((skill == Skills.PRAYER ? victim.getSkills().getPrayerPoints() : victim.getSkills().getLevel(skill)) < 1) {
|
||||
victim.getImpactHandler().manualHit(entity, drain, HitsplatType.NORMAL, 2);
|
||||
((Player) victim).getPacketDispatch().sendMessage("Your Hitpoints have been slightly drained!");
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (skill == Skills.PRAYER) {
|
||||
victim.getSkills().decrementPrayerPoints(drain);
|
||||
} else {
|
||||
|
|
@ -283,6 +293,8 @@ public final class CorporealBeastNPC extends NPCBehavior {
|
|||
protected int getFormattedHit(Entity entity, Entity victim, BattleState state, int hit) {
|
||||
if (getCurrent().getProjectile() == null || getCurrent().getProjectile().getProjectileId() != 1825) {
|
||||
hit = (int) entity.getFormattedHit(state, hit);
|
||||
} else if (victim.hasProtectionPrayer(CombatStyle.MAGIC)) {
|
||||
hit = (int) (hit * 0.6);
|
||||
}
|
||||
return formatHit(victim, hit);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,6 +9,8 @@ import core.game.node.entity.player.Player;
|
|||
import core.game.system.task.Pulse;
|
||||
import core.game.world.GameWorld;
|
||||
import core.game.world.map.Location;
|
||||
import core.game.world.map.path.Path;
|
||||
import core.game.world.map.path.Pathfinder;
|
||||
import core.plugin.Initializable;
|
||||
import core.tools.RandomFunction;
|
||||
|
||||
|
|
@ -16,8 +18,7 @@ import static core.api.ContentAPIKt.*;
|
|||
|
||||
/**
|
||||
* Handles the Dark Energy Core NPC.
|
||||
* @author Emperor
|
||||
*
|
||||
* @author Emperor, Player Name
|
||||
*/
|
||||
@Initializable
|
||||
public final class DarkEnergyCoreNPC extends AbstractNPC {
|
||||
|
|
@ -46,6 +47,7 @@ public final class DarkEnergyCoreNPC extends AbstractNPC {
|
|||
|
||||
/**
|
||||
* Constructs a new {@code DarkEnergyCoreNPC} {@code Object}.
|
||||
*
|
||||
* @param id The NPC id.
|
||||
* @param location The location.
|
||||
*/
|
||||
|
|
@ -59,6 +61,7 @@ public final class DarkEnergyCoreNPC extends AbstractNPC {
|
|||
if (objects.length > 0) {
|
||||
core.master = (NPC) objects[0];
|
||||
}
|
||||
core.setRespawn(false);
|
||||
return core;
|
||||
}
|
||||
|
||||
|
|
@ -91,9 +94,12 @@ public final class DarkEnergyCoreNPC extends AbstractNPC {
|
|||
if (jump) {
|
||||
Entity victim = master.getProperties().getCombatPulse().getVictim();
|
||||
if (++fails >= 3 && victim != null && victim.getViewport().getCurrentPlane() == getViewport().getCurrentPlane()) {
|
||||
Path path = Pathfinder.find(getLocation(), victim.getLocation(), 1);
|
||||
if (path.isSuccessful() || !path.isMoveNear()) {
|
||||
jump(victim.getLocation());
|
||||
fails = 0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fails = 0;
|
||||
}
|
||||
|
|
@ -121,5 +127,4 @@ public final class DarkEnergyCoreNPC extends AbstractNPC {
|
|||
public int[] getIds() {
|
||||
return new int[]{8127};
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ import core.tools.RandomFunction
|
|||
/**
|
||||
* Handles combat swings with switching combat styles.
|
||||
* @author Emperor
|
||||
* @author Ceirky, Kotlin conversion
|
||||
* @author Ceikry, Kotlin conversion
|
||||
*/
|
||||
open class MultiSwingHandler(meleeDistance: Boolean, vararg attacks: SwitchAttack) : CombatSwingHandler(CombatStyle.RANGE) {
|
||||
/**
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue