* 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
71 lines
1.8 KiB
C#
71 lines
1.8 KiB
C#
using Server.Items;
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using Server.Mobiles;
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namespace Server.Engines.Quests.Samurai
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{
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public class YoungRonin : BaseCreature
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{
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[Constructible]
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public YoungRonin() : base(AIType.AI_Melee, FightMode.Aggressor)
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{
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InitStats(45, 30, 5);
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SetHits(10, 20);
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Hue = Race.Human.RandomSkinHue();
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Body = 0x190;
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Utility.AssignRandomHair(this);
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Utility.AssignRandomFacialHair(this);
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AddItem(new LeatherDo());
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AddItem(new LeatherHiroSode());
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AddItem(new SamuraiTabi());
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AddItem(
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Utility.Random(3) switch
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{
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0 => new StuddedHaidate(),
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1 => new PlateSuneate(),
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_ => new LeatherSuneate()
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}
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);
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AddItem(new Bandana(Utility.RandomNondyedHue()));
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AddItem(
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Utility.Random(3) switch
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{
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0 => new NoDachi(),
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1 => new Lajatang(),
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_ => new Wakizashi()
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}
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);
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SetSkill(SkillName.Swords, 50.0);
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SetSkill(SkillName.Tactics, 50.0);
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}
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public YoungRonin(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "a young ronin's corpse";
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public override string DefaultName => "a young ronin";
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public override bool AlwaysMurderer => true;
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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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