* 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
180 lines
4.7 KiB
C#
180 lines
4.7 KiB
C#
using System.Collections.Generic;
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using Server.Items;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.Quests.Haven
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{
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public class MilitiaFighter : BaseCreature
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{
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[Constructible]
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public MilitiaFighter() : base(AIType.AI_Melee)
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{
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InitStats(40, 30, 5);
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Title = "the Militia Fighter";
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SpeechHue = Utility.RandomDyedHue();
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Hue = Race.Human.RandomSkinHue();
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Female = false;
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Body = 0x190;
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Name = NameList.RandomName("male");
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Utility.AssignRandomHair(this);
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Utility.AssignRandomFacialHair(this, HairHue);
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AddItem(new ThighBoots(0x1BB));
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AddItem(new LeatherChest());
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AddItem(new LeatherArms());
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AddItem(new LeatherLegs());
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AddItem(new LeatherCap());
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AddItem(new LeatherGloves());
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AddItem(new LeatherGorget());
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var weapon = Utility.Random(6) switch
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{
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0 => (Item)new Broadsword(),
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1 => new Cutlass(),
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2 => new Katana(),
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3 => new Longsword(),
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4 => new Scimitar(),
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_ => new VikingSword()
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};
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weapon.Movable = false;
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AddItem(weapon);
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Item shield = new BronzeShield();
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shield.Movable = false;
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AddItem(shield);
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SetSkill(SkillName.Swords, 20.0);
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}
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public MilitiaFighter(Serial serial) : base(serial)
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{
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}
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public override bool ClickTitle => false;
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public override bool IsEnemy(Mobile m)
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{
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if (m.Player || m is BaseVendor)
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{
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return false;
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}
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if (m is BaseCreature bc)
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{
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var master = bc.GetMaster();
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if (master != null)
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{
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return IsEnemy(master);
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}
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}
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return m.Karma < 0;
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}
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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.Write(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.ReadInt();
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}
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}
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public class MilitiaFighterCorpse : Corpse
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{
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public MilitiaFighterCorpse(Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> equipItems) : base(
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owner,
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hair,
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facialhair,
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equipItems
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)
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{
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}
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public MilitiaFighterCorpse(Serial serial) : base(serial)
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{
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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if (ItemID == 0x2006) // Corpse form
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{
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list.Add("a human corpse");
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list.Add(1049318, Name); // the remains of ~1_NAME~ the militia fighter
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}
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else
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{
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list.Add(1049319); // the remains of a militia fighter
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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var hue = Notoriety.GetHue(NotorietyHandlers.CorpseNotoriety(from, this));
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if (ItemID == 0x2006) // Corpse form
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{
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from.NetState.SendMessageLocalized(
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Serial,
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ItemID,
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MessageType.Label,
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hue,
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3,
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1049318,
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"",
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Name
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); // the remains of ~1_NAME~ the militia fighter
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}
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else
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{
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from.NetState.SendMessageLocalized(
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Serial,
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ItemID,
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MessageType.Label,
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hue,
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3,
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1049319
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); // the remains of a militia fighter
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}
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}
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public override void Open(Mobile from, bool checkSelfLoot)
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{
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if (from.InRange(GetWorldLocation(), 2))
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{
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from.SendLocalizedMessage(
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1049661,
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"",
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0x22
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); // Thinking about his sacrifice, you can't bring yourself to loot the body of this militia fighter.
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}
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}
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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.Write(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.ReadInt();
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}
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}
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}
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