mob attack delay
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@@ -59,7 +59,7 @@ public class MobAI {
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}
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mob.lastAttackTime = System.currentTimeMillis() + delay;
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mob.nextAttackTime = System.currentTimeMillis() + delay;
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if (target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter) &&
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!mob.canSee((AbstractCharacter) target)) {
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mob.setCombatTarget(null);
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@@ -121,7 +121,7 @@ public class MobAI {
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//no weapons, default mob attack speed 3 seconds.
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if (System.currentTimeMillis() < mob.getLastAttackTime())
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if (System.currentTimeMillis() < mob.getNextAttackTime())
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return;
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// ranged mobs cant attack while running. skip until they finally stop.
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@@ -778,7 +778,7 @@ public class MobAI {
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mob.setCombatTarget(null);
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return;
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}
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if (System.currentTimeMillis() > mob.getLastAttackTime())
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if (System.currentTimeMillis() > mob.getNextAttackTime())
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AttackTarget(mob, mob.getCombatTarget());
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} catch (Exception e) {
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@@ -71,7 +71,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
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public AbstractWorldObject fearedObject = null;
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protected int dbID; //the database ID
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private int currentID;
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public long lastAttackTime = 0;
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public long nextAttackTime = System.currentTimeMillis();
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private int lastMobPowerToken = 0;
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private DeferredPowerJob weaponPower;
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private DateTime upgradeDateTime = null;
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@@ -1338,8 +1338,8 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
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return this.upgradeDateTime != null;
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}
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public long getLastAttackTime() {
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return lastAttackTime;
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public long getNextAttackTime() {
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return nextAttackTime;
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}
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