diff --git a/assets/common/entity/dungeon/tier-5/cultist.ron b/assets/common/entity/dungeon/tier-5/cultist.ron index 6d26df32c2..b8e7996861 100644 --- a/assets/common/entity/dungeon/tier-5/cultist.ron +++ b/assets/common/entity/dungeon/tier-5/cultist.ron @@ -5,6 +5,11 @@ EntityConfig ( loot: Some(LootTable("common.loot_tables.dungeon.tier-5.enemy")), main_tool: Some(Choice([ + (1.0, Some(Item("common.items.weapons.axe_1h.orichalcum-0"))), + (2.0, Some(Item("common.items.weapons.sword.cultist"))), + (1.0, Some(Item("common.items.weapons.hammer.cultist_purp_2h-0"))), + (1.0, Some(Item("common.items.weapons.hammer_1h.orichalcum-0"))), + (1.0, Some(Item("common.items.weapons.bow.velorite"))), (1.0, Some(Item("common.items.weapons.sceptre.sceptre_velorite_0"))), ])), second_tool: None, diff --git a/server/src/sys/agent.rs b/server/src/sys/agent.rs index 3d03362f80..f7ae3302d0 100644 --- a/server/src/sys/agent.rs +++ b/server/src/sys/agent.rs @@ -1632,7 +1632,6 @@ impl<'a> AgentData<'a> { "Axe Simple" | "Sword Simple" => Tactic::Sword, "Staff Simple" => Tactic::Staff, "Bow Simple" => Tactic::Bow, - "Sceptre Simple" => Tactic::Sceptre, "Stone Golem" => Tactic::StoneGolem, "Quad Med Quick" => Tactic::CircleCharge { radius: 3, @@ -2467,7 +2466,6 @@ impl<'a> AgentData<'a> { .peek() .is_some() }) - && thread_rng().gen_bool(0.4) { // Use ward if target is far enough away, self is not buffed, and have // sufficient energy @@ -2482,11 +2480,11 @@ impl<'a> AgentData<'a> { .push(ControlAction::basic_input(InputKind::Primary)); } } else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) { - if self.body.map(|b| b.is_humanoid()).unwrap_or(false) + if self.body.map_or(false, |b| b.is_humanoid()) && self.energy.current() > CharacterAbility::default_roll().get_energy_cost() && !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover)) { - // Else roll away if can roll and have enough energy, and not using beam or in + // Else roll away if can roll and have enough energy, and not using aura or in // recover controller .actions