fix: creatures track and chase targets reliably around corners (#2590)
### Summary
Fixes the long-standing reports of monsters losing track of players who run around a corner ("Is monster AI not using pathfinding? It seems to be LOS blocked by statics"). Root-cause investigation compared current behavior against RunUO line-by-line and traced the regressions through the AI overhaul era (#2232, #2246, #2379, #2401, #2461).
### Root causes and fixes
1. **Movement contract** — `MoveTo`/`ApproachTarget` returned false on every healthy mid-chase tick (true only on arrival), so MeleeAI's RunUO-inherited *"move failed and beyond RangePerception+1 → Guard"* clause — which RunUO only evaluated on genuine blockage — fired **every tick of every chase**. A mounted player trivially opens 17 tiles at a corner, the monster guards, Guard nulls the combatant, and re-acquisition is LOS-gated — unrecoverable through a wall. Movement now reports failure only on genuine failure (no step taken with no working path, or approach give-up). ArcherAI's equivalent clause moves to the hard leash.
2. **Last-known-position pursuit** — while a combatant is in LOS its position is recorded each think tick. When the target vanishes (corner, hiding, recall), the creature walks to the last-seen spot, stands guard there ~10s (restoring RunUO's guard grace, which had decayed to a single tick since #2246), and **re-engages instantly** if the same target re-enters view — bypassing the 10s reacquire throttle.
3. **`ChaseLeashRange`** — new virtual on BaseCreature (default `RangePerception * 2` = 32 tiles) replaces the inline `RangePerception * 3` (48) in Melee/Mage/Archer AI. Per-creature tunable via `[props`.
4. **Group movement demoted to a crowding refinement** — previously any uncontrolled creature with one ally within 8 tiles on the same target used greedy ring-stepping for the *entire* chase, with wall-slides counted as success, never invoking the pathfinder — the "aggroed but won't come around the corner" symptom for spawn groups. It now engages only near the target when allies actually contest the ring, and blocked/wall-slid steps escalate to the pathfinding approach primitive.
5. **Mages close distance on broken LOS** — a mage within casting range but LOS-blocked by geometry stood at the wall holding a spell target until the 60s combatant expiry (ProcessTarget short-circuits Think and its RunTo stands off at RangeFight). Geometry-blocked mages now close in until LOS returns, both pre-cast and while holding a target. Hidden targets (CanSee) and poison-cure priority unchanged. The new movement contract also stops the constant spurious `OnFailedMove` teleport rolls mid-chase.
6. **Move budget: one actual step per AI tick** — nothing advanced `NextMove` on a normal step (RunUO's `m_NextMove` budget was lost), so code paths attempting several moves in one think tick could cross multiple tiles at once — visible as "warping" when crowded creatures jockey for position. A successful step now consumes a half-step budget (floor 50ms): blocks intra-tick double moves, stays safely below the timer interval so legitimate next-tick moves are never jitter-throttled, and does not reintroduce `TransformMoveDelay` inflation. Blocked attempts consume nothing, so retry ladders (repath-and-step, the collision fan) are unaffected. `CanMoveNow` is also wraparound-safe now.
### Reference behavior
RunUO requires LOS to *acquire* a target and to *land* a hit or spell — never to *continue* a chase (its MeleeAI LOS bail-out is literally commented out in stock code). Chases drop only on: target hidden, target dead/off-map, beyond `RangePerception * 3`, 60s without combat interaction, or blocked movement while far away. This PR restores those semantics while adding the last-known-position investigation on top. NPC run flags are untouched — pace is AI-timer-driven and most NPC art has no run animation.
This commit is contained in:
parent
2935eafe24
commit
8e39da2810
7 changed files with 277 additions and 38 deletions
|
|
@ -47,7 +47,7 @@ public class ArcherAI : BaseAI
|
|||
{
|
||||
this.DebugSayFormatted($"I am still not in range of {combatant.Name}");
|
||||
|
||||
if ((int)Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
|
||||
if (!Mobile.InRange(combatant, Mobile.ChaseLeashRange))
|
||||
{
|
||||
this.DebugSayFormatted($"I have lost {combatant.Name}");
|
||||
|
||||
|
|
|
|||
|
|
@ -36,10 +36,32 @@ public abstract partial class BaseAI
|
|||
}
|
||||
}
|
||||
|
||||
private bool UseGroupMovement(Mobile target) =>
|
||||
/// <summary>
|
||||
/// Crowding refinement for the final approach: engages only near the target when allies
|
||||
/// contest the ring, so creatures spread instead of stacking. Chasing any real distance
|
||||
/// always uses the pathfinding approach primitive.
|
||||
/// </summary>
|
||||
private bool UseGroupMovement(Mobile target, int range) =>
|
||||
Mobile.Combatant == target
|
||||
&& !Mobile.Controlled
|
||||
&& CountNearbyAllies(target) > 0;
|
||||
&& Mobile.InRange(target, range + 2)
|
||||
&& CountCrowdingAllies(target, range) > 0;
|
||||
|
||||
private int CountCrowdingAllies(Mobile target, int range)
|
||||
{
|
||||
var crowding = 0;
|
||||
|
||||
foreach (var m in target.GetMobilesInRange(range + 1))
|
||||
{
|
||||
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
|
||||
&& bc.Team == Mobile.Team)
|
||||
{
|
||||
crowding++;
|
||||
}
|
||||
}
|
||||
|
||||
return crowding;
|
||||
}
|
||||
|
||||
public static bool MoveToWithGroup(BaseAI ai, Mobile target, bool run, int range)
|
||||
{
|
||||
|
|
@ -56,6 +78,7 @@ public abstract partial class BaseAI
|
|||
{
|
||||
if (optimalPosition == Point3D.Zero)
|
||||
{
|
||||
|
||||
return ai.MoveToWithCollisionAvoidance(target, run, range);
|
||||
}
|
||||
|
||||
|
|
@ -68,7 +91,15 @@ public abstract partial class BaseAI
|
|||
direction = GetAdjustedDirection(direction);
|
||||
}
|
||||
|
||||
return ai.DoMove(direction, true);
|
||||
var res = ai.DoMoveImpl(direction, true);
|
||||
|
||||
if (res is MoveResult.Success or MoveResult.BadState)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// A blocked or wall-slid step is not progress — route around the obstacle.
|
||||
return ai.ApproachTarget(target, run, range);
|
||||
}
|
||||
finally
|
||||
{
|
||||
|
|
@ -76,21 +107,6 @@ public abstract partial class BaseAI
|
|||
}
|
||||
}
|
||||
|
||||
private int CountNearbyAllies(Mobile target)
|
||||
{
|
||||
var allies = 0;
|
||||
foreach (var m in Mobile.GetMobilesInRange(8))
|
||||
{
|
||||
if (m != Mobile && m.Combatant == target && m is BaseCreature { Controlled: false } bc
|
||||
&& bc.Team == Mobile.Team)
|
||||
{
|
||||
allies++;
|
||||
}
|
||||
}
|
||||
|
||||
return allies;
|
||||
}
|
||||
|
||||
private PooledRefList<BaseCreature> GetNearbyAllies(Mobile target)
|
||||
{
|
||||
var allies = PooledRefList<BaseCreature>.Create();
|
||||
|
|
|
|||
|
|
@ -13,6 +13,7 @@
|
|||
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
|
||||
************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Server.Collections;
|
||||
using Server.Items;
|
||||
|
|
@ -58,7 +59,15 @@ public abstract partial class BaseAI
|
|||
public bool CanMoveNow(out double delay)
|
||||
{
|
||||
delay = 0.0;
|
||||
return Core.TickCount >= NextMove;
|
||||
return Core.TickCount - NextMove >= 0;
|
||||
}
|
||||
|
||||
// Caps movement at one actual step per AI think tick; pacing itself is the timer's
|
||||
// cadence. Half a step keeps the budget below the timer interval so a legitimate
|
||||
// next-tick move is never jitter-throttled.
|
||||
private void ConsumeMoveBudget()
|
||||
{
|
||||
NextMove = Core.TickCount + Math.Max(50, (int)(Mobile.CurrentSpeed * 500));
|
||||
}
|
||||
|
||||
public virtual bool CheckMove() => !(Mobile.Deleted || Mobile.DisallowAllMoves);
|
||||
|
|
@ -103,6 +112,8 @@ public abstract partial class BaseAI
|
|||
Mobile.CurrentSpeed = Mobile.PassiveSpeed;
|
||||
}
|
||||
|
||||
ConsumeMoveBudget();
|
||||
|
||||
return MoveResult.Success;
|
||||
}
|
||||
|
||||
|
|
@ -151,6 +162,7 @@ public abstract partial class BaseAI
|
|||
|
||||
if (Mobile.Move(Mobile.Direction))
|
||||
{
|
||||
ConsumeMoveBudget();
|
||||
return MoveResult.SuccessAutoTurn;
|
||||
}
|
||||
}
|
||||
|
|
@ -341,31 +353,72 @@ public abstract partial class BaseAI
|
|||
|
||||
if (res == MoveResult.BadState)
|
||||
{
|
||||
return false; // not allowed to move this tick; not a stall
|
||||
return true; // not allowed to move this tick (frozen/casting/throttled); not a failure
|
||||
}
|
||||
|
||||
if (res == MoveResult.Success && Mobile.GetDistanceToSqrt(target) < distBefore)
|
||||
{
|
||||
|
||||
ResetApproach();
|
||||
return Mobile.InRange(target, range);
|
||||
return true; // healthy en-route progress
|
||||
}
|
||||
|
||||
// else: fall through; let the PathFollower route around the obstacle.
|
||||
}
|
||||
|
||||
// PLANNING PATH: a persistent PathFollower, never discarded by a greedy step.
|
||||
if (Path == null || Path.Goal != target)
|
||||
{
|
||||
|
||||
Path = new PathFollower(Mobile, target) { Mover = DoMoveImpl };
|
||||
}
|
||||
|
||||
// Sample move-eligibility BEFORE the attempt: a successful step consumes the move
|
||||
// budget, which would mask stall accounting and the progress signal.
|
||||
var couldMove = CanMoveNow(out _) && !IsInBadState();
|
||||
var locBefore = Mobile.Location;
|
||||
|
||||
if (Path.Follow(run, range))
|
||||
{
|
||||
ResetApproach();
|
||||
return true;
|
||||
}
|
||||
|
||||
TrackApproachProgress(target);
|
||||
return false;
|
||||
TrackApproachProgress(target, couldMove);
|
||||
|
||||
// En-route progress is success; failure only when a move-eligible tick took no step
|
||||
// (no working path), or the approach has given up.
|
||||
var progressed = !_approachGaveUp && (Mobile.Location != locBefore || !couldMove);
|
||||
|
||||
return progressed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Walks toward a fixed point (e.g. a target's last-known position), pathfinding around
|
||||
/// obstacles. Returns false on arrival or when genuinely unable to make progress.
|
||||
/// </summary>
|
||||
public bool MoveToPoint(IPoint3D goal, bool run)
|
||||
{
|
||||
if (Mobile.Deleted || Mobile.DisallowAllMoves || goal == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Path?.Goal != goal)
|
||||
{
|
||||
Path = new PathFollower(Mobile, goal) { Mover = DoMoveImpl };
|
||||
}
|
||||
|
||||
var couldMove = CanMoveNow(out _) && !IsInBadState();
|
||||
var locBefore = Mobile.Location;
|
||||
|
||||
if (Path.Follow(run, 1))
|
||||
{
|
||||
Path = null;
|
||||
return false; // arrived
|
||||
}
|
||||
|
||||
return Mobile.Location != locBefore || !couldMove;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -376,11 +429,11 @@ public abstract partial class BaseAI
|
|||
/// gives up and idles. A MOVING goal (an active chase) resets the baseline every tick,
|
||||
/// so chases never give up even when the gap holds constant.
|
||||
/// </summary>
|
||||
private void TrackApproachProgress(Mobile target)
|
||||
private void TrackApproachProgress(Mobile target, bool couldMove)
|
||||
{
|
||||
if (!CanMoveNow(out _))
|
||||
if (!couldMove)
|
||||
{
|
||||
return; // a not-yet-due move (stun) is not a stall
|
||||
return; // a tick that was never allowed to move (stun, stall) is not a stall
|
||||
}
|
||||
|
||||
var dist = Mobile.GetDistanceToSqrt(target);
|
||||
|
|
@ -408,6 +461,7 @@ public abstract partial class BaseAI
|
|||
|
||||
if (++_approachStallTicks >= ApproachGiveUpTicks)
|
||||
{
|
||||
|
||||
_approachGaveUp = true;
|
||||
_approachGaveUpGoalLoc = goalLoc;
|
||||
Path = null;
|
||||
|
|
@ -444,7 +498,7 @@ public abstract partial class BaseAI
|
|||
return true;
|
||||
}
|
||||
|
||||
if (UseGroupMovement(m))
|
||||
if (UseGroupMovement(m, range))
|
||||
{
|
||||
return MoveToWithGroup(this, m, shouldRun, range);
|
||||
}
|
||||
|
|
@ -467,7 +521,11 @@ public abstract partial class BaseAI
|
|||
|
||||
var direction = Mobile.GetDirectionTo(target);
|
||||
|
||||
if (DoMove(direction, true))
|
||||
// Wall-slide auto-turns must not count as progress, or a creature pinned on
|
||||
// geometry reports success forever.
|
||||
var res = DoMoveImpl(direction, true);
|
||||
|
||||
if (res is MoveResult.Success or MoveResult.BadState)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
|
@ -476,14 +534,14 @@ public abstract partial class BaseAI
|
|||
{
|
||||
var clockwise = (Direction)(((int)direction + i) % 8);
|
||||
|
||||
if (DoMove(clockwise, true))
|
||||
if (DoMoveImpl(clockwise, true) == MoveResult.Success)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
var counterclockwise = (Direction)(((int)direction - i + 8) % 8);
|
||||
|
||||
if (DoMove(counterclockwise, true))
|
||||
if (DoMoveImpl(counterclockwise, true) == MoveResult.Success)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,11 +26,25 @@ namespace Server.Mobiles;
|
|||
|
||||
public abstract partial class BaseAI
|
||||
{
|
||||
// Last-known-position tracking: recorded while the combatant is in LOS; drives the
|
||||
// guard-time investigation and the instant re-engage.
|
||||
private const int GuardGraceDuration = 10_000;
|
||||
private const int LkpFreshDuration = 30_000;
|
||||
private const int InvestigateDuration = 15_000;
|
||||
|
||||
private ActionType _action;
|
||||
public long _nextDetectHidden;
|
||||
public DateTime _lastOrder = DateTime.MinValue;
|
||||
public Mobile _commandIssuer;
|
||||
|
||||
private Mobile _lkpTarget;
|
||||
private Point3D _lkpLocation;
|
||||
private IPoint3D _lkpGoal; // boxed _lkpLocation handed to the PathFollower
|
||||
private long _lkpExpireTick;
|
||||
private long _guardStopTick;
|
||||
private long _investigateStopTick;
|
||||
private bool _investigating;
|
||||
|
||||
public PathFollower Path { get; protected set; }
|
||||
public AITimer AITimer { get; }
|
||||
public long NextMove { get; set; }
|
||||
|
|
@ -233,6 +247,15 @@ public abstract partial class BaseAI
|
|||
return true;
|
||||
}
|
||||
|
||||
if (_action == ActionType.Combat)
|
||||
{
|
||||
UpdateLastKnownLocation();
|
||||
}
|
||||
else if (_action is ActionType.Wander or ActionType.Guard)
|
||||
{
|
||||
TryReengageLastKnown();
|
||||
}
|
||||
|
||||
switch (Action)
|
||||
{
|
||||
case ActionType.Wander:
|
||||
|
|
@ -323,6 +346,15 @@ public abstract partial class BaseAI
|
|||
{
|
||||
Mobile.Warmode = true;
|
||||
Mobile.Combatant = null;
|
||||
|
||||
// Investigate a fresh last-seen position that is not already in view; the guard
|
||||
// grace period begins once the investigation ends.
|
||||
_investigating = _lkpTarget != null && Core.TickCount - _lkpExpireTick < 0 &&
|
||||
!(Mobile.InRange(_lkpLocation, 1) ||
|
||||
Mobile.InLOS(_lkpLocation) && Mobile.InRange(_lkpLocation, Mobile.RangePerception));
|
||||
_investigateStopTick = Core.TickCount + InvestigateDuration;
|
||||
_guardStopTick = Core.TickCount + GuardGraceDuration;
|
||||
_lkpGoal = null;
|
||||
}
|
||||
|
||||
private void HandleFleeAction()
|
||||
|
|
@ -453,18 +485,118 @@ public abstract partial class BaseAI
|
|||
|
||||
public virtual bool DoActionGuard()
|
||||
{
|
||||
if (Mobile.Combatant == null)
|
||||
if (_investigating)
|
||||
{
|
||||
DebugSay("No threats found. Going home...");
|
||||
Action = ActionType.Wander;
|
||||
if (InvestigateLastKnown())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
_investigating = false;
|
||||
_guardStopTick = Core.TickCount + GuardGraceDuration;
|
||||
}
|
||||
|
||||
DebugSay("I stopped being on guard.");
|
||||
if (Core.TickCount - _guardStopTick < 0)
|
||||
{
|
||||
DebugSay("I am on guard.");
|
||||
|
||||
if (Utility.Random(8) == 0)
|
||||
{
|
||||
Mobile.Direction = (Direction)Utility.Random(8);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
DebugSay("I stopped being on guard. Going home...");
|
||||
Action = ActionType.Wander;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Records the combatant's position while it is visible and in line of sight.
|
||||
/// </summary>
|
||||
private void UpdateLastKnownLocation()
|
||||
{
|
||||
var combatant = Mobile.Combatant;
|
||||
|
||||
if (combatant?.Deleted == false && combatant.Map == Mobile.Map &&
|
||||
Mobile.CanSee(combatant) && Mobile.InLOS(combatant))
|
||||
{
|
||||
_lkpTarget = combatant;
|
||||
_lkpLocation = combatant.Location;
|
||||
_lkpExpireTick = Core.TickCount + LkpFreshDuration;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Re-engages the last-seen target when it returns to view within perception range,
|
||||
/// bypassing the reacquire throttle.
|
||||
/// </summary>
|
||||
private bool TryReengageLastKnown()
|
||||
{
|
||||
var target = _lkpTarget;
|
||||
|
||||
if (target == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (target.Deleted || !target.Alive || target.Map != Mobile.Map ||
|
||||
target is BaseCreature { IsDeadPet: true } || Core.TickCount - _lkpExpireTick >= 0)
|
||||
{
|
||||
ClearLastKnown();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Mobile.Controlled || Mobile.BardPacified || Mobile.BardProvoked || Mobile.FightMode == FightMode.None)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Mobile.InRange(target, Mobile.RangePerception) || !Mobile.CanSee(target) ||
|
||||
!Mobile.InLOS(target) || !Mobile.CanBeHarmful(target, false))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
DebugSay("There you are!");
|
||||
Mobile.Combatant = target;
|
||||
Mobile.FocusMob = null;
|
||||
Action = ActionType.Combat;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Walks toward the last-seen position until it is in view, reached, timed out, or
|
||||
/// unreachable. Returns false when the investigation is finished.
|
||||
/// </summary>
|
||||
private bool InvestigateLastKnown()
|
||||
{
|
||||
if (_lkpTarget == null || Core.TickCount - _investigateStopTick >= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Mobile.InRange(_lkpLocation, 1) ||
|
||||
Mobile.InLOS(_lkpLocation) && Mobile.InRange(_lkpLocation, Mobile.RangePerception))
|
||||
{
|
||||
DebugSay("They truly disappeared...");
|
||||
return false;
|
||||
}
|
||||
|
||||
_lkpGoal ??= _lkpLocation;
|
||||
return MoveToPoint(_lkpGoal, false);
|
||||
}
|
||||
|
||||
private void ClearLastKnown()
|
||||
{
|
||||
_lkpTarget = null;
|
||||
_lkpGoal = null;
|
||||
_investigating = false;
|
||||
}
|
||||
|
||||
public virtual bool DoActionFlee()
|
||||
{
|
||||
var from = Mobile.Combatant;
|
||||
|
|
|
|||
|
|
@ -679,7 +679,7 @@ public class MageAI : BaseAI
|
|||
Mobile.Combatant = Mobile.FocusMob;
|
||||
Mobile.FocusMob = null;
|
||||
}
|
||||
else if (!Mobile.InRange(c, Mobile.RangePerception * 3))
|
||||
else if (!Mobile.InRange(c, Mobile.ChaseLeashRange))
|
||||
{
|
||||
Mobile.Combatant = null;
|
||||
}
|
||||
|
|
@ -695,6 +695,23 @@ public class MageAI : BaseAI
|
|||
}
|
||||
}
|
||||
|
||||
// Geometry (not hiding — CanSee passed above) is blocking the shot: close in until
|
||||
// line of sight returns. Poisoned mages still fall through to cure.
|
||||
if (!Mobile.Poisoned && Mobile.Spell?.IsCasting != true && !Mobile.InLOS(c))
|
||||
{
|
||||
DebugSay("I cannot see my target, moving to regain line of sight");
|
||||
|
||||
if (!MoveTo(c, false, 1))
|
||||
{
|
||||
OnFailedMove();
|
||||
}
|
||||
|
||||
_lastTarget = c;
|
||||
_lastTargetLoc = c.Location;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, c))
|
||||
{
|
||||
DebugSay("I used my abilities!");
|
||||
|
|
@ -1018,7 +1035,16 @@ public class MageAI : BaseAI
|
|||
|
||||
if (toTarget != null)
|
||||
{
|
||||
RunTo(toTarget);
|
||||
// Without line of sight the stand-off is pointless — close in so the held
|
||||
// target can be invoked.
|
||||
if (!Mobile.InLOS(toTarget))
|
||||
{
|
||||
MoveTo(toTarget, true, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
RunTo(toTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -82,7 +82,7 @@ public class MeleeAI : BaseAI
|
|||
return true;
|
||||
}
|
||||
|
||||
if (!Mobile.InRange(combatant, Mobile.RangePerception * 3))
|
||||
if (!Mobile.InRange(combatant, Mobile.ChaseLeashRange))
|
||||
{
|
||||
Mobile.Combatant = null;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -660,6 +660,13 @@ namespace Server.Mobiles
|
|||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public int RangePerception { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// How far a chase may stretch before the creature gives up its combatant. Between
|
||||
/// RangePerception and this leash it keeps chasing but may switch to closer targets.
|
||||
/// </summary>
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public virtual int ChaseLeashRange => RangePerception * 2;
|
||||
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public int RangeFight { get; set; }
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue