> [!IMPORTANT] > Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work. > Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement. ### Summary - **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer. - Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning. - Reverted AI thinking speeds back to RunUO specific speeds. - Reverted the AI thinking to moving conversion delays back to RunUO. - For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3` > [!NOTE] > **Developer Note** > BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown. |
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| .. | ||
| AIControlMobileTarget.cs | ||
| AnimalAI.cs | ||
| ArcherAI.cs | ||
| BaseAI.cs | ||
| BerserkAI.cs | ||
| HealerAI.cs | ||
| MageAI.cs | ||
| MeleeAI.cs | ||
| OppositionGroup.cs | ||
| PredatorAI.cs | ||
| ThiefAI.cs | ||
| VendorAI.cs | ||