#W# Initial Commit: Avatars Conquest
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102
Scripts/Mobiles/Animals/Sheep.cs
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102
Scripts/Mobiles/Animals/Sheep.cs
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using System;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Mobiles
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{
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[CorpseName( "a sheep corpse" )]
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public class Sheep : BaseCreature, ICarvable
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{
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private DateTime m_NextWoolTime;
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime NextWoolTime
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{
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get{ return m_NextWoolTime; }
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set{ m_NextWoolTime = value; Body = ( DateTime.Now >= m_NextWoolTime ) ? 0xCF : 0xDF; }
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}
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public void Carve( Mobile from, Item item )
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{
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if ( DateTime.Now < m_NextWoolTime )
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{
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// This sheep is not yet ready to be shorn.
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PrivateOverheadMessage( MessageType.Regular, 0x3B2, 500449, from.NetState );
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return;
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}
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from.SendLocalizedMessage( 500452 ); // You place the gathered wool into your backpack.
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from.AddToBackpack( new Wool( 1 ) );
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NextWoolTime = DateTime.Now + TimeSpan.FromHours( 3.0 ); // TODO: Proper time delay
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}
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public override void OnThink()
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{
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base.OnThink();
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Body = ( DateTime.Now >= m_NextWoolTime ) ? 0xCF : 0xDF;
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}
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[Constructable]
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public Sheep() : base( AIType.AI_Timid, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
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{
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Name = "a sheep";
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Body = 207;
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BaseSoundID = 0xD6;
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SetStr( 19 );
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SetDex( 25 );
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SetInt( 5 );
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SetHits( 12 );
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SetMana( 0 );
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SetDamage( 1, 2 );
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SetSkill( SkillName.MagicResist, 5.0 );
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SetSkill( SkillName.Tactics, 6.0 );
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SetSkill( SkillName.HandToHand, 5.0 );
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Fame = 0;
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Karma = 200;
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VirtualArmor = 6;
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}
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public override int Meat{ get{ return 2; } }
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public override MeatType MeatType{ get{ return MeatType.Lamb; } }
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public override int Wool{ get{ return (Body == 0xCF ? 3 : 0); } }
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public Sheep( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 1 );
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writer.WriteDeltaTime( m_NextWoolTime );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
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case 1:
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{
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NextWoolTime = reader.ReadDeltaTime();
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break;
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}
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}
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}
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}
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}
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