public ServerPlayer(IntPtr nativePointer, ushort id) : base(nativePointer, id) { Hunger = 100; Thirst = 100; Buffs = new BuffCollection(this); }
/// <summary> /// Creates new NPC. /// </summary> public Monster(int id, NpcType type) { this.Handle = ChannelServer.Instance.World.CreateHandle(); // The client files set the gen type manually, but that seems // bothersome. For now, we'll generate them automatically and // see for what purpose we would need them to be the same for // multiple monsters. this.GenType = Interlocked.Increment(ref GenTypes); this.Id = id; this.NpcType = type; this.Components.Add(this.Buffs = new BuffCollection(this)); this.LoadData(); }