//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); }
//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); }
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); }