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NPC_RUN, Monster Skill Interval (rathena#8302)
- Monsters will now properly run away when using NPC_RUN (fixes rathena#7941) - Introduced a new function unit_get_walkpath_time that returns the time the unit needs to walk its current walkpath * This is now used for NPC_RUN and random walking - Fixed an issue with mismatching timer warnings when a monster casts NPC_RUN multiple times in row - Monsters will now always attempt to use non-berserk-state skills once per second (fixes rathena#1700) * This completely replaces the "ugly" solution to use a walk_count for idle, walk and chase skills * This interval is now a lot more accurate and no longer influenced by external factors such as canact delay * This interval is now also used for lazy monsters rather than MIN_MOBTHINKTIME*10 so that MIN_MOBTHINKTIME can be reduced without having to worry about skills being cast more often * Angry skills no longer replace the normal attack and now follow the once per second rule; they will always first be attempted at the end of the walk delay after a normal attack - The special follow-up attack skill monsters use when you move out of their attack range, now is only used when they are in Angry state * Also fixed a bug that this was checked every 100ms until the monster used a skill, instead of just once per second - Monsters now can use chase skills even before they start moving (assuming one second has already passed since last skill check) - Removed "hack" to make monsters cast chase skills when trapped in icewall * This was solved by implementing checking for chase skills before starting to move - Monsters will now receive an aMotion walk delay after having used a skill - A monster that could not walk randomly because of walk delay will now walk immediately once the walk delay expires - Using angry or berserk skills will now set a monster's attack delay
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