update 1.2.5
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@@ -45,7 +45,6 @@ namespace EmeraldAI.Utility
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}
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//If there are no available attacks, ignore the cooldowns and pick a random ability to avoid an error.
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//if (AvailableAttacks.Count == 0 && SentAttackClass.AttackPickType != AttackPickTypes.Order)
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if (AvailableAttacks.Count == 0)
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{
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SetAttackValues(EmeraldComponent, SentAttackClass.AttackDataList[Random.Range(0, SentAttackClass.AttackDataList.Count)], true);
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@@ -169,7 +168,7 @@ namespace EmeraldAI.Utility
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/// <summary>
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/// Check each condition for the passed ability to see if they can be used.
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/// </summary>
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static bool CheckAbilityConditions (EmeraldSystem EmeraldComponent, AttackClass.AttackData AttackData)
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static bool CheckAbilityConditions(EmeraldSystem EmeraldComponent, AttackClass.AttackData AttackData)
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{
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if (AttackData.AbilityObject.ConditionSettings.ConditionType == ConditionTypes.SelfLowHealth)
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{
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@@ -195,8 +194,14 @@ namespace EmeraldAI.Utility
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}
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else if (AttackData.AbilityObject.ConditionSettings.ConditionType == ConditionTypes.DistanceFromTarget)
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{
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return EmeraldComponent.CombatComponent.DistanceFromTarget <= AttackData.AbilityObject.ConditionSettings.DistanceFromTarget && AttackData.AbilityObject.ConditionSettings.ValueCompareType == AbilityData.ConditionData.ValueCompareTypes.LessThan ||
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EmeraldComponent.CombatComponent.DistanceFromTarget >= AttackData.AbilityObject.ConditionSettings.DistanceFromTarget && AttackData.AbilityObject.ConditionSettings.ValueCompareType == AbilityData.ConditionData.ValueCompareTypes.GreaterThan;
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if (AttackData.AbilityObject.ConditionSettings.ValueCompareType == AbilityData.ConditionData.ValueCompareTypes.LessThan)
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{
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return EmeraldComponent.CombatComponent.DistanceFromTarget <= AttackData.AbilityObject.ConditionSettings.DistanceFromTarget;
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}
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else if (AttackData.AbilityObject.ConditionSettings.ValueCompareType == AbilityData.ConditionData.ValueCompareTypes.GreaterThan)
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{
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return EmeraldComponent.CombatComponent.DistanceFromTarget >= AttackData.AbilityObject.ConditionSettings.DistanceFromTarget;
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}
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}
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return false;
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