public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt( ); m_Parent = ( DamageableItem )reader.ReadItem( ); Frozen = ( bool )reader.ReadBool( ); Paralyzed = ( bool )reader.ReadBool( ); CantWalk = ( bool )reader.ReadBool( ); DamageMin = ( int )reader.ReadInt( ); DamageMax = ( int )reader.ReadInt( ); BodyValue = ( int )reader.ReadInt( ); }
public IDamageableItem(DamageableItem parent) : base(AIType.AI_Melee, FightMode.None, 1, 1, 0.2, 0.4) { if (parent != null && !parent.Deleted) { m_Parent = parent; } //Nullify the name, so it doeesn't pop up when we come into range Name = null; Body = 803; //Mustache is barely visible! BodyValue = 803; //Mustache is barely visible! Hue = 0; BaseSoundID = 0; //QUIET!!! Fame = 0; Karma = 0; ControlSlots = 0; Tamable = false; Frozen = true; Paralyzed = true; CantWalk = true; DamageMin = 0; DamageMax = 0; SetStr(m_Parent.HitsMax); SetHits(m_Parent.HitsMax); Hits = m_Parent.Hits; for (int skill = 0; skill < this.Skills.Length; skill++) { this.Skills[( SkillName )skill].Cap = 1.0 + (( int )m_Parent.Level * 0.05); this.Skills[( SkillName )skill].Base = 1.0 + (( int )m_Parent.Level * 0.05); } Update( ); }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); this.m_Parent = (DamageableItem)reader.ReadItem(); this.Frozen = (bool)reader.ReadBool(); this.Paralyzed = (bool)reader.ReadBool(); this.CantWalk = (bool)reader.ReadBool(); this.DamageMin = (int)reader.ReadInt(); this.DamageMax = (int)reader.ReadInt(); this.BodyValue = (int)reader.ReadInt(); }
public IDamageableItem(DamageableItem parent) : base(AIType.AI_Melee, FightMode.None, 1, 1, 0.2, 0.4) { if (parent != null && !parent.Deleted) this.m_Parent = parent; //Nullify the name, so it doeesn't pop up when we come into range this.Name = null; this.Body = 803; //Mustache is barely visible! this.BodyValue = 803; //Mustache is barely visible! this.Hue = 0; this.BaseSoundID = 0; //QUIET!!! this.Fame = 0; this.Karma = 0; this.ControlSlots = 0; this.Tamable = false; this.Frozen = true; this.Paralyzed = true; this.CantWalk = true; this.DamageMin = 0; this.DamageMax = 0; this.SetStr(this.m_Parent.HitsMax); this.SetHits(this.m_Parent.HitsMax); this.Hits = this.m_Parent.Hits; for (int skill = 0; skill < this.Skills.Length; skill++) { this.Skills[(SkillName)skill].Cap = 1.0 + ((int)this.m_Parent.Level * 0.05); this.Skills[(SkillName)skill].Base = 1.0 + ((int)this.m_Parent.Level * 0.05); } this.Update(); }