* 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
75 lines
2 KiB
C#
75 lines
2 KiB
C#
namespace Server.Mobiles
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{
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public abstract class BaseWarHorse : BaseMount
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{
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public BaseWarHorse(
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int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight,
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double activeSpeed = -1, double passiveSpeed = -1
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) : base(
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"a war horse",
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bodyID,
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itemID,
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aiType,
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fightMode,
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rangePerception,
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rangeFight,
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activeSpeed,
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passiveSpeed
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)
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{
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BaseSoundID = 0xA8;
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InitStats(Utility.Random(300, 100), 125, 60);
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SetStr(400);
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SetDex(125);
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SetInt(51, 55);
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SetHits(240);
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SetMana(0);
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SetDamage(5, 8);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 40, 50);
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SetResistance(ResistanceType.Fire, 30, 40);
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SetResistance(ResistanceType.Cold, 30, 40);
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SetResistance(ResistanceType.Poison, 30, 40);
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SetResistance(ResistanceType.Energy, 30, 40);
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SetSkill(SkillName.MagicResist, 25.1, 30.0);
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SetSkill(SkillName.Tactics, 29.3, 44.0);
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SetSkill(SkillName.Wrestling, 29.3, 44.0);
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Fame = 300;
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Karma = 300;
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Tamable = true;
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ControlSlots = 1;
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MinTameSkill = 29.1;
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}
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public BaseWarHorse(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "a war horse corpse";
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public override FoodType FavoriteFood => FoodType.FruitsAndVegies | FoodType.GrainsAndHay;
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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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