public void MessageHandler(string message) { if (!this.Player.IsNPC) { OutBuffer = message; } else { Character.Inpc npc = _character as Character.Inpc; if (npc != null) { npc.ParseMessage(message); } } }
public static void CreateNPC(int mobTypeID, string location, int amount) { amount = amount * Rooms.Room.GetRoom(location).GetObjectsInRoom(Room.RoomObjects.Players).Count; for (int i = 0; i < amount; i++) { Character.Iactor actor = Character.NPCUtils.CreateNPC(mobTypeID); if (actor != null) { actor.Location = location; //meh this whole AI stuff may need to be changed depending on how AI will handle triggers actor.LastCombatTime = DateTime.MinValue.ToUniversalTime(); Character.Inpc npc = actor as Character.Inpc; npc.Fsm.state = AI.FindTarget.GetState(); actor.Save(); } } }