* 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
56 lines
1.4 KiB
C#
56 lines
1.4 KiB
C#
using Server.Mobiles;
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namespace Server.Engines.Quests.Samurai
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{
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public class InjuredWolf : BaseCreature
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{
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[Constructible]
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public InjuredWolf() : base(AIType.AI_Animal, FightMode.Aggressor)
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{
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Body = 0xE1;
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BaseSoundID = 0xE5;
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Hue = Utility.RandomAnimalHue();
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SetStr(10, 20);
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SetDex(45, 65);
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SetInt(10, 15);
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SetHits(1);
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SetDamage(1, 3);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 15);
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SetResistance(ResistanceType.Fire, 5, 10);
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SetSkill(SkillName.MagicResist, 10.0);
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SetSkill(SkillName.Tactics, 0.0, 5.0);
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SetSkill(SkillName.Wrestling, 20.0, 30.0);
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}
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public InjuredWolf(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "an injured wolf corpse";
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public override string DefaultName => "an injured wolf";
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public override int GetIdleSound() => 0xE9;
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.WriteEncodedInt(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadEncodedInt();
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}
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}
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}
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