* Removes scaled speed by dex for monsters * Changes scaled speed by dex for pets (HS+ expansion) to be 400ms -> 100ms between 50 -> 200 dex * Removes speed changes that were broken for various mobs * Combines "Legacy" speed and renames the class to `NPCSpeeds` * Creates speed "classes" (slow, medium, fast, very fast) * Introduces a new overridable property `SpeedClass`. Register a new speed class using `NPCSpeeds.Register()` and then set the speed class to bulk/mass apply speeds. Order of speed determination: 1. SpeedMod 2. SpeedClass property (not null) 3. SpeedClass entry in Data\npc-speeds.json for that type 4. "Fast" (200ms Active, 400ms Passive)
116 lines
3 KiB
C#
116 lines
3 KiB
C#
using System;
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using Server.Buffers;
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using Server.Collections;
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namespace Server.Mobiles;
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public class BladeSpirits : BaseCreature
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{
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[Constructible]
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public BladeSpirits() : base(AIType.AI_Melee)
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{
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Body = 574;
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SetStr(150);
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SetDex(150);
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SetInt(100);
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SetHits(Core.SE ? 160 : 80);
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SetStam(250);
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SetMana(0);
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SetDamage(10, 14);
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SetDamageType(ResistanceType.Physical, 60);
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SetDamageType(ResistanceType.Poison, 20);
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SetDamageType(ResistanceType.Energy, 20);
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SetResistance(ResistanceType.Physical, 30, 40);
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SetResistance(ResistanceType.Fire, 40, 50);
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SetResistance(ResistanceType.Cold, 30, 40);
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SetResistance(ResistanceType.Poison, 100);
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SetResistance(ResistanceType.Energy, 20, 30);
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SetSkill(SkillName.MagicResist, 70.0);
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SetSkill(SkillName.Tactics, 90.0);
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SetSkill(SkillName.Wrestling, 90.0);
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Fame = 0;
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Karma = 0;
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VirtualArmor = 40;
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ControlSlots = Core.SE ? 2 : 1;
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}
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public BladeSpirits(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "a blade spirit corpse";
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public override bool DeleteCorpseOnDeath => Core.AOS;
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public override bool IsHouseSummonable => true;
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public override double DispelDifficulty => 0.0;
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public override double DispelFocus => 20.0;
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public override string DefaultName => "a blade spirit";
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override double GetFightModeRanking(Mobile m, FightMode acqType, bool bPlayerOnly) =>
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(m.Str + m.Skills.Tactics.Value) / Math.Max(GetDistanceToSqrt(m), 1.0);
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public override int GetAngerSound() => 0x23A;
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public override int GetAttackSound() => 0x3B8;
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public override int GetHurtSound() => 0x23A;
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public override void OnThink()
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{
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if (Core.SE && Summoned)
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{
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var eable = GetMobilesInRange(5);
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using var queue = PooledRefQueue<Mobile>.Create();
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foreach (var m in eable)
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{
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if (m is EnergyVortex or BladeSpirits && ((BaseCreature)m).Summoned)
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{
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queue.Enqueue(m);
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}
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}
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eable.Free();
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var amount = queue.Count - 6;
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if (amount > 0)
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{
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var mobs = queue.ToPooledArray();
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mobs.Shuffle();
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while (amount > 0)
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{
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Dispel(mobs[amount--]);
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}
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STArrayPool<Mobile>.Shared.Return(mobs, true);
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}
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}
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base.OnThink();
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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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