public MonsterObject(MapRespawn R) { MI = R.RI.Monster; MR = R; RefreshBaseStats(); HP = MaxHP; }
public static MonsterObject MakeMonster(MapRespawn MR) { switch (MR.RI.Monster.AI) { case 1: case 2: return(new Monsters.PassiveAnimal(MR)); case 3: return(new Monsters.AgressiveMonster(MR)); default: return(new MonsterObject(MR)); } }
public PassiveAnimal(MapRespawn R) : base(R) { if (MI.AI == 1) { RemainingSkinCount = 5; } else if (MI.AI == 2) { RunAway = Envir.Rand.Next(7) == 0; RemainingSkinCount = 10; if (RunAway) { Quality = Envir.Rand.Next(8) * 2000; MoveSpeed -= 300; } } }
public AgressiveMonster(MapRespawn R) : base(R) { }