ModernUO/Projects/UOContent/Mobiles/Townfolk/Samurai.cs
Kamron Batman eee8494558
fix: Removes scale speed by dex for monsters, fixes NPC movement/thinking speed (#1019)
* 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)
2022-05-15 10:01:14 -07:00

113 lines
3 KiB
C#

using Server.Items;
namespace Server.Mobiles
{
public class Samurai : BaseCreature
{
[Constructible]
public Samurai() : base(AIType.AI_Melee, FightMode.Aggressor)
{
Title = "the samurai";
InitStats(100, 100, 25);
SetSkill(SkillName.ArmsLore, 64.0, 80.0);
SetSkill(SkillName.Bushido, 64.0, 85.0);
SetSkill(SkillName.Parry, 64.0, 80.0);
SetSkill(SkillName.Swords, 64.0, 85.0);
SetSpeed(0.2, 0.4);
SpeechHue = Utility.RandomDyedHue();
Hue = Race.Human.RandomSkinHue();
if (Female = Utility.RandomBool())
{
Body = 0x191;
Name = NameList.RandomName("female");
}
else
{
Body = 0x190;
Name = NameList.RandomName("male");
}
switch (Utility.Random(3))
{
case 0:
AddItem(new Lajatang());
break;
case 1:
AddItem(new Wakizashi());
break;
case 2:
AddItem(new NoDachi());
break;
}
switch (Utility.Random(3))
{
case 0:
AddItem(new LeatherSuneate());
break;
case 1:
AddItem(new PlateSuneate());
break;
case 2:
AddItem(new StuddedHaidate());
break;
}
switch (Utility.Random(4))
{
case 0:
AddItem(new LeatherJingasa());
break;
case 1:
AddItem(new ChainHatsuburi());
break;
case 2:
AddItem(new HeavyPlateJingasa());
break;
case 3:
AddItem(new DecorativePlateKabuto());
break;
}
AddItem(new LeatherDo());
AddItem(new LeatherHiroSode());
AddItem(new SamuraiTabi(Utility.RandomNondyedHue())); // TODO: Hue
var hairHue = Utility.RandomNondyedHue();
Utility.AssignRandomHair(this, hairHue);
if (Utility.Random(7) != 0)
{
Utility.AssignRandomFacialHair(this, hairHue);
}
PackGold(250, 300);
}
public Samurai(Serial serial) : base(serial)
{
}
public override bool CanTeach => true;
public override bool ClickTitle => false;
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.WriteEncodedInt(0); // version
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadEncodedInt();
}
}
}