- Items can now be repaired while wearing them. - Items can now be fortified while wearing them. - Fixed repair deed messages not sending. - Sound effect added to powder of fortifying. - Map issue for fishing and SOSs fixed, where it would not allow fishing in empty resource banks when not on the target SOS map. - Added proximity spawner. - Improved spawner mouseover menu, now also shows types set on the spawner which are not yet spawned. - Fixed spawners only deleting half of their spawned objects when deleted. - Added the ability to set TextDefinition objects in the props gump. - WaitTeleporters now round delays to nearest in the remaining time messages. - Updated TextDefinition to be more usable; made it parsable from string and added safe serialization/deserialization methods. - Improved checking whether a mobile can flee. - Monsters that give ML minor artifacts will no longer flee when low on hits (like paragons). - Monsters that give ML minor artifacts will no longer spawn as paragon. - Fixed issue with pets not eating certain foods. - AI and targeting fixes for Red Death, Pyre and Swoop. - Fame and karma added to Rend. - Swoop corrected to have 0 karma. - Stat and skill tweaks for Putrefier. - Changelings will no longer show their fame title when morphed. - Added travel restrictions for ML dungeons. - Fixed issue of travel restriction message displaying twice. - Monster teleporting is no longer affected by region travel restrictions.
131 lines
No EOL
3.2 KiB
C#
131 lines
No EOL
3.2 KiB
C#
using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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using Server.Mobiles;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class ArcherAI : BaseAI
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{
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public ArcherAI(BaseCreature m) : base (m)
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{
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}
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public override bool DoActionWander()
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{
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m_Mobile.DebugSay( "I have no combatant" );
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I have detected {0} and I will attack", m_Mobile.FocusMob.Name );
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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return base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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if ( m_Mobile.Combatant == null || m_Mobile.Combatant.Deleted || !m_Mobile.Combatant.Alive || m_Mobile.Combatant.IsDeadBondedPet )
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{
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m_Mobile.DebugSay("My combatant is deleted");
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Action = ActionType.Guard;
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return true;
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}
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if ( (m_Mobile.LastMoveTime + TimeSpan.FromSeconds( 1.0 )) < DateTime.Now )
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{
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if (WalkMobileRange(m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange))
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{
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// Be sure to face the combatant
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m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant.Location);
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}
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else
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{
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if ( m_Mobile.Combatant != null )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I am still not in range of {0}", m_Mobile.Combatant.Name);
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if ( (int) m_Mobile.GetDistanceToSqrt( m_Mobile.Combatant ) > m_Mobile.RangePerception + 1 )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I have lost {0}", m_Mobile.Combatant.Name);
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m_Mobile.Combatant = null;
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Action = ActionType.Guard;
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return true;
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}
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}
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}
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}
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// When we have no ammo, we flee
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Container pack = m_Mobile.Backpack;
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if ( pack == null || pack.FindItemByType( typeof( Arrow ) ) == null )
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{
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Action = ActionType.Flee;
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return true;
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}
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// At 20% we should check if we must leave
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if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 && m_Mobile.CanFlee )
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{
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bool bFlee = false;
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// if my current hits are more than my opponent, i don't care
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if ( m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.Combatant.Hits)
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{
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int iDiff = m_Mobile.Combatant.Hits - m_Mobile.Hits;
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if ( Utility.Random(0, 100) > 10 + iDiff) // 10% to flee + the diff of hits
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{
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bFlee = true;
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}
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}
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else if ( m_Mobile.Combatant != null && m_Mobile.Hits >= m_Mobile.Combatant.Hits)
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{
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if ( Utility.Random(0, 100) > 10 ) // 10% to flee
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{
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bFlee = true;
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}
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}
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if (bFlee)
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{
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Action = ActionType.Flee;
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}
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}
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return true;
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}
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public override bool DoActionGuard()
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{
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if ( AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I have detected {0}, attacking", m_Mobile.FocusMob.Name );
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionGuard();
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}
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return true;
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}
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}
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} |