public void SpawnShadowIronElemental(Mobile target) { Map map = this.Map; if (map == null) { return; } int newShadowIronElemental = 1; for (int i = 0; i < newShadowIronElemental; ++i) { ShadowIronElemental ShadowIronElemental = new ShadowIronElemental(); ShadowIronElemental.Team = this.Team; ShadowIronElemental.FightMode = FightMode.Closest; bool validLocation = false; Point3D loc = this.Location; for (int j = 0; !validLocation && j < 10; ++j) { int x = X + Utility.Random(3) - 1; int y = Y + Utility.Random(3) - 1; int z = map.GetAverageZ(x, y); if (validLocation = map.CanFit(x, y, this.Z, 16, false, false)) { loc = new Point3D(x, y, Z); } else if (validLocation = map.CanFit(x, y, z, 16, false, false)) { loc = new Point3D(x, y, z); } } ShadowIronElemental.MoveToWorld(loc, map); ShadowIronElemental.Combatant = target; } }
public void SpawnShadowIronElemental( Mobile target ) { Map map = this.Map; if ( map == null ) return; int newShadowIronElemental = 1; for ( int i = 0; i < newShadowIronElemental; ++i ) { ShadowIronElemental ShadowIronElemental = new ShadowIronElemental(); ShadowIronElemental.Team = this.Team; ShadowIronElemental.FightMode = FightMode.Closest; bool validLocation = false; Point3D loc = this.Location; for ( int j = 0; !validLocation && j < 10; ++j ) { int x = X + Utility.Random( 3 ) - 1; int y = Y + Utility.Random( 3 ) - 1; int z = map.GetAverageZ( x, y ); if ( validLocation = map.CanFit( x, y, this.Z, 16, false, false ) ) loc = new Point3D( x, y, Z ); else if ( validLocation = map.CanFit( x, y, z, 16, false, false ) ) loc = new Point3D( x, y, z ); } ShadowIronElemental.MoveToWorld( loc, map ); ShadowIronElemental.Combatant = target; } }