fix: Fixes NPC slowness. (#955)
* Adds the following configurations: * `movement.delay.npcMinDelay` - 0.1 - Pets or Non-monster NPCs * `movement.delay.npcMaxDelay` - 0.4 - Pets or Non-monster NPCs * `movement.delay.monsterMinDelay` - 0.4 - Non-pet Monsters or NPC vs Player Combat * `movement.delay.monsterMaxDelay` - 0.8 - Non-pet Monsters or NPC vs Player Combat * `movement.delay.monsterMinDex` - 150 - Dex maximum for delay by dex * `movement.delay.MinDex` - 190 - Dex maximum for delay by dex
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357 changed files with 767 additions and 962 deletions
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@ -276,7 +276,7 @@ namespace Server.Engines.Events
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private readonly Mobile m_From;
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public NaughtyTwin(Mobile from)
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: base(AIType.AI_Melee, FightMode.None, 10, 1, 0.2, 0.4)
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: base(AIType.AI_Melee, FightMode.None)
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{
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if (TrickOrTreat.CheckMobile(from))
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{
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@ -8,7 +8,7 @@
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public partial class CreepyCake : Food
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{
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[Constructible]
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public CreepyCake() : base(0x9e9, 1) => Hue = 0x3E4;
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public CreepyCake() : base(0x9e9) => Hue = 0x3E4;
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public override string DefaultName => "Creepy Cake";
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}
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@ -4,7 +4,7 @@
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public partial class MrPlainsCookies : Food
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{
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[Constructible]
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public MrPlainsCookies() : base(0x160C, 1)
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public MrPlainsCookies() : base(0x160C)
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{
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Weight = 1.0;
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FillFactor = 4;
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@ -9,7 +9,7 @@ namespace Server.Mobiles
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{
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[Constructible]
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public PumpkinHead()
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: base(Utility.RandomBool() ? AIType.AI_Melee : AIType.AI_Mage, FightMode.Closest, 10, 1, 0.05, 0.1)
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: base(Utility.RandomBool() ? AIType.AI_Melee : AIType.AI_Mage)
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{
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Body = 1246 + Utility.Random(2);
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@ -169,7 +169,7 @@ namespace Server.Engines.Events
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public override string DefaultName => _deadPlayer != null ? $"{_deadPlayer.Name}'s Zombie Skeleton" : "Zombie Skeleton";
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public ZombieSkeleton(PlayerMobile player = null)
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: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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: base(AIType.AI_Melee)
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{
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_deadPlayer = player;
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