public Actor() { SetAttributesToDefault(); this.HPBaseMax = new RPGCalc().GetBaseHP(this); this.MPBaseMax = new RPGCalc().GetBaseMP(this); Name = "Joseph"; BaseSpeed = RPGCalc.DEFAULT_SPEED; CurrentSpeed = BaseSpeed; m_baseAttack = RPGCalc.DEFAULT_BASE_ATTACK; m_baseDefense = RPGCalc.DEFAULT_BASE_DEFENSE; m_baseDamage = RPGCalc.DEFAULT_BASE_DAMAGE; LOSRange = RPGCalc.DEFAULT_LOS_RANGE; inventory = new Inventory(this); m_SpellBook = new RPGSpellBook(); m_QuickBook = new RPGSpellBook(3); lastAttack = System.DateTime.Now; lastDamage = new DateTime(); this.ImpedesWalking = true; Relation = RelationToPC.Neutral; RPGCalc calc = new RPGCalc(); m_Lvl = 1; m_ExpForKill = calc.GetExpForKill(this); AI = new ArtificialIntelligence(this); //AIActive = false; // enemies don't respond. AIActive = true; States = new ActionStates(this); // use all we have so far to calc complex numbers (HP/MP/Att/Def, etc); this.HPBaseMax = calc.GetBaseHP(this); this.MPBaseMax = calc.GetBaseMP(this); this.ResetStats(); }