Esempio n. 1
0
        //Allows to change all base creature and res type.
        public BaseCreatureStatue(int BodyValue, ResType restype, Direction direction, AIType ai, FightMode mode, int RangePerception, int RangeFight,
                                  double ActiveSpeed, double PassiveSpeed)
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Body            = BodyValue;
            mResTyp         = restype;
            mDirection      = direction;
            AI              = ai;
            FightMode       = mode;
            RangePerception = RangePerception;
            RangeFight      = RangeFight;
            ActiveSpeed     = ActiveSpeed;
            PassiveSpeed    = PassiveSpeed;
            m_ResType       = restype;

            CantWalk  = true;
            Paralyzed = true;
            Blessed   = true;

            Timer.DelayCall(TimeSpan.Zero, Freeze);
            Timer.DelayCall(TimeSpan.Zero, SetUpBase);

            SolidHueOverride = (int)m_ResType;

            //One base for each creature.
            m_base = new CreatureStatueBase(this);
        }
Esempio n. 2
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        //Allows to change all base creature and res type.
        public BaseCreatureStatue(int BodyValue, ResType restype, Direction direction, AIType ai, FightMode mode, int RangePerception, int RangeFight,
            double ActiveSpeed, double PassiveSpeed)
            : base(AIType.AI_Melee,FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Body = BodyValue;
            mResTyp = restype;
            mDirection = direction;
            AI = ai;
            FightMode = mode;
            RangePerception = RangePerception;
            RangeFight = RangeFight;
            ActiveSpeed = ActiveSpeed;
            PassiveSpeed = PassiveSpeed;
            m_ResType = restype;

            CantWalk = true;
            Paralyzed = true;
            Blessed = true;

            Timer.DelayCall(TimeSpan.Zero, Freeze);
            Timer.DelayCall(TimeSpan.Zero, SetUpBase);

            SolidHueOverride = (int)m_ResType;

             //One base for each creature.
            m_base = new CreatureStatueBase(this);
        }
Esempio n. 3
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        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();

            //All true as there are no players here at this point.
            Frozen    = true;
            CantWalk  = true;
            Paralyzed = true;

            m_ResType        = (ResType)reader.ReadInt();
            SolidHueOverride = (int)m_ResType;
            m_base           = (CreatureStatueBase)reader.ReadItem();

            //freeze when loaded. No players will be here at this point anyways
            //they have to log in.
            Timer.DelayCall(TimeSpan.FromSeconds(0.5), Freeze);
        }
Esempio n. 4
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        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();

            //All true as there are no players here at this point.
            Frozen = true;
            CantWalk = true;
            Paralyzed = true;

            m_ResType = (ResType)reader.ReadInt();
            SolidHueOverride = (int)m_ResType;
            m_base = (CreatureStatueBase)reader.ReadItem();

            //freeze when loaded. No players will be here at this point anyways
            //they have to log in.
            Timer.DelayCall(TimeSpan.FromSeconds(0.5), Freeze);
        }