Пример #1
0
		public BaseMount( string name, int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight, double activeSpeed, double passiveSpeed ) : base ( aiType, fightMode, rangePerception, rangeFight, activeSpeed, passiveSpeed )
		{
			Name = name;
			Body = bodyID;

			m_InternalItem = new MountItem( this, itemID );
		}
Пример #2
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		public BaseWarHorse( int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight, double activeSpeed, double passiveSpeed ) : base ( "a war horse", bodyID, itemID, aiType, fightMode, rangePerception, rangeFight, activeSpeed, passiveSpeed )
		{
			BaseSoundID = 0xA8;

			InitStats( Utility.Random( 300, 100 ), 125, 60 );

			SetStr( 400 );
			SetDex( 125 );
			SetInt( 51, 55 );

			SetHits( 240 );
			SetMana( 0 );

			SetDamage( 5, 8 );

			SetDamageType( ResistanceType.Physical, 100 );

			SetResistance( ResistanceType.Physical, 40, 50 );
			SetResistance( ResistanceType.Fire, 30, 40 );
			SetResistance( ResistanceType.Cold, 30, 40 );
			SetResistance( ResistanceType.Poison, 30, 40 );
			SetResistance( ResistanceType.Energy, 30, 40 );

			SetSkill( SkillName.MagicResist, 25.1, 30.0 );
			SetSkill( SkillName.Tactics, 29.3, 44.0 );
			SetSkill( SkillName.Wrestling, 29.3, 44.0 );

			Fame = 300;
			Karma = 300;

			Tamable = true;
			ControlSlots = 1;
			MinTameSkill = 29.1;
		}
Пример #3
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        internal GenericBot(int VirtualId, int BotId, AIType Type, bool IsBartender)
        {
            int num = 7;

            using (IQueryAdapter queryreactor = MercuryEnvironment.GetDatabaseManager().getQueryreactor())
            {
                queryreactor.setQuery("SELECT speaking_interval from bots WHERE id = " + BotId);
                num = queryreactor.getInteger();
                queryreactor.setQuery("SELECT automatic_chat from bots WHERE id = " + BotId);
                this.canSpeak = Convert.ToBoolean(queryreactor.getString());
                queryreactor.setQuery("SELECT mix_phrases from bots WHERE id = " + BotId);
                this.MixPhrases = Convert.ToBoolean(queryreactor.getString());
            }

            this.SpeechTimer = num * 1000;
            this.virtualId = VirtualId;
            this.IsBartender = IsBartender;

            if (SpeechTimer < 2000)
            {
                SpeechTimer = 2000;
            }

            this.moveInterval = 534;

            if (canSpeak || MixPhrases)
            {
                this.chatTimer = new Timer(new TimerCallback(ChatTimerTick), null, SpeechTimer, SpeechTimer);
            }
        }
Пример #4
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		public Dummy(AIType iAI, FightMode iFightMode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed) : base(iAI, iFightMode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed)
		{
			Body = 400 + Utility.Random(2);
			Hue = Utility.RandomSkinHue();

			Skills[SkillName.DetectHidden].Base = 100;
			Skills[SkillName.MagicResist].Base = 120;

			Team = Utility.Random(3);

			int iHue = 20 + Team * 40;
			int jHue = 25 + Team * 40;

			Utility.AssignRandomHair( this, iHue );

			LeatherGloves glv = new LeatherGloves();
			glv.Hue = iHue;
			glv.LootType = LootType.Newbied;
			AddItem(glv);

			Container pack = new Backpack();

			pack.Movable = false;

			AddItem( pack );

			m_Timer = new AutokillTimer(this);
			m_Timer.Start();
		}
Пример #5
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 public BaseBlue(AIType ai, FightMode fm, int PR, int FR, double AS, double PS)
     : base(ai, fm, PR, FR, AS, PS)
 {
     SpeechHue = Utility.RandomDyedHue();
     Hue = Utility.RandomSkinHue();
     //			RangePerception = BaseCreature.DefaultRangePerception;
 }
Пример #6
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        public Monster(AIType ai, int x, int y, String name, int level, TCODColor color, char c, bool miniboss, bool finalboss, int toHit, int damage, int health, int AC, int dodge, int speed)
        {
            this.x = x;
            this.y = y;
            this.origX = x;
            this.origY = y;

            this.name = name;
            this.level = level;
            this.ai = ai;

            this.color = color;
            this.c = c;

            this.toHit = toHit;
            this.damage = damage;
            this.health = health;
            this.AC = AC;
            this.dodge = dodge;

            this.miniboss = miniboss;
            this.finalboss = finalboss;

            this.speed = speed;
            this.walk = true;
            this.counter = 4;
        }
Пример #7
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		public FamousPirates(AIType iAI, FightMode iFightMode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed) : base(iAI, iFightMode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed)
		{
			this.Body = 400;
			this.Hue = Utility.RandomSkinHue();

			this.Skills[SkillName.DetectHidden].Base = 100;
			this.Skills[SkillName.MagicResist].Base = 100;
			this.Skills[SkillName.Magery].Base = 100;
            this.Skills[SkillName.Healing].Base = 100;

			int Hue = 0 ;

			Utility.AssignRandomHair( this, Hue );

			LeatherGloves glv = new LeatherGloves();
			glv.Hue = Hue;
			glv.LootType = LootType.Regular;
			AddItem(glv);

			Container pack = new Backpack();

			pack.Movable = false;

			AddItem( pack );

			Kills = 5;
		}
Пример #8
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		public ArmyBase(int Team, AIType iAI, FightMode iFightMode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed) 
            : base(iAI, iFightMode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed)
		{
			this.Body = 400 + Utility.Random(2);
			this.Hue = Utility.RandomSkinHue();
            this.Team = Team;

			this.Skills[SkillName.DetectHidden].Base = 100;
            this.Skills[SkillName.MagicResist].Base = 120;

			int iHue = 20 + Team * 40;
			int jHue = 25 + Team * 40;

			Item hair = new Item( Utility.RandomList( 0x203C, 0x203B, 0x203C, 0x203D ) );
			hair.Hue = iHue;
			hair.Layer = Layer.Hair;
			hair.Movable = false;
			AddItem( hair );

			LeatherGloves glv = new LeatherGloves();
			glv.Hue = iHue;
			glv.LootType = LootType.Newbied;
			AddItem(glv);

			Container pack = new Backpack();

			pack.Movable = false;

			AddItem( pack );

			m_Timer = new AutokillTimer(this);
			m_Timer.Start();
		}
Пример #9
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		public BaseMustang( int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight, double activeSpeed, double passiveSpeed ) : base ( "Un Mustang", bodyID, itemID, aiType, fightMode, rangePerception, rangeFight, activeSpeed, passiveSpeed )
		{

			BaseSoundID = 0xA8;

			SetStr( 70, 120 );
			SetDex( 70, 105 );
			SetInt( 9, 15 );

			SetHits( 80, 120 );
			SetMana( 0 );

			SetDamage( 3, 4 );

			SetDamageType( ResistanceType.Physical, 100 );

			SetResistance( ResistanceType.Physical, 25, 35 );
			SetResistance( ResistanceType.Fire, 10, 20 );
			SetResistance( ResistanceType.Cold, 10, 20 );
			SetResistance( ResistanceType.Poison, 10, 20 );
			SetResistance( ResistanceType.Energy, 10, 20 );

			SetSkill( SkillName.MagicResist, 25.1, 30.0 );
			SetSkill( SkillName.Tactics, 29.3, 44.0 );
			SetSkill( SkillName.Wrestling, 29.3, 44.0 );

			Fame = 300;
			Karma = 300;

			Tamable = true;
			ControlSlots = 1;
		}
Пример #10
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 internal RoomBot(uint BotId, uint OwnerId, UInt32 RoomId, AIType AiType, string WalkingMode, string Name, string Motto, string Look,
     int X, int Y, double Z, int Rot, int minX, int minY, int maxX, int maxY, ref List<RandomSpeech> Speeches, 
     ref List<BotResponse> Responses, string Gender, int Dance)
 {
     this.OwnerId = OwnerId;
     this.BotId = BotId;
     this.RoomId = RoomId;
     this.AiType = AiType;
     this.WalkingMode = WalkingMode;
     this.Name = Name;
     this.Motto = Motto;
     this.Look = Look;
     this.X = X;
     this.Y = Y;
     this.Z = Z;
     this.Rot = Rot;
     this.minX = minX;
     this.minY = minY;
     this.maxX = maxX;
     this.maxY = maxY;
     this.Gender = Gender.ToUpper();
     this.VirtualId = -1;
     this.RoomUser = null;
     this.DanceId = Dance;
     this.RandomSpeech = Speeches;
     this.Responses = Responses;
 }
Пример #11
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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);
        }
Пример #12
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 internal FunctionSymbol(string/*!*/ display, AIType/*!*/ typ) {
   Contract.Requires(typ != null);
   Contract.Requires(display != null);
   this.display = display;
   this.typ = typ;
   //            base();
 }
Пример #13
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		public BlueMonster( AIType aitype, FightMode fightmode, int spot, int meleerange, double passivespeed, double activespeed ) : base( aitype, fightmode, spot, meleerange, passivespeed, activespeed )
		{
			m_LastCast = DateTime.Now;

			// forces these skills to defualt to 100.0, just in case.
			SetSkill( SkillName.Forensics, 100.0 );
			SetSkill( SkillName.MagicResist, 100.0 );
		}
Пример #14
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        public BaseSeaChampion(Mobile fisher, AIType ai, FightMode fm)
            : base(ai, fm)
        {
            m_NextBoatDamage = DateTime.UtcNow;
            m_InDamageMode = false;
            m_Fisher = fisher;

            m_DamageEntries = new Dictionary<Mobile, int>();
        }
Пример #15
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 public static BasicAI GetAI(AIType type, Enemy user)
 {
     switch(type)
     {
         case AIType.BasicMelee:
             return new BasicAI(user);
         default:
             return null;
     }
 }
Пример #16
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        /// <summary>
        /// Initializes a new instance of the <see cref="GenericBot"/> class.
        /// </summary>
        /// <param name="roomBot">The room bot.</param>
        /// <param name="virtualId">The virtual identifier.</param>
        /// <param name="botId">The bot identifier.</param>
        /// <param name="type">The type.</param>
        /// <param name="isBartender">if set to <c>true</c> [is bartender].</param>
        /// <param name="speechInterval">The speech interval.</param>
        internal GenericBot(RoomBot roomBot, int virtualId, int botId, AIType type, bool isBartender, int speechInterval)
        {
            _id = botId;
            _virtualId = virtualId;
            _isBartender = isBartender;
            _speechInterval = speechInterval < 2 ? 2000 : speechInterval * 1000;

            // Get random speach
            if (roomBot != null && roomBot.AutomaticChat && roomBot.RandomSpeech != null && roomBot.RandomSpeech.Any()) _chatTimer = new Timer(ChatTimerTick, null, _speechInterval, _speechInterval);
            _actionCount = Random.Next(10, 30 + virtualId);
        }
Пример #17
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        public TalkingBaseCreature(AIType ai,
			FightMode mode,
			int iRangePerception,
			int iRangeFight,
			double dActiveSpeed, 
			double dPassiveSpeed)
            : base(ai, mode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed)
        {
            // add the XmlDialog attachment
            m_DialogAttachment = new XmlDialog((string)null);
            XmlAttach.AttachTo(this, m_DialogAttachment);
        }
Пример #18
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		public AuraCreature( AIType aitype, FightMode fightmode, int spot, int meleerange, double passivespeed, double activespeed ) : base( aitype, fightmode, spot, meleerange, passivespeed, activespeed )
		{
			m_AuraDelay = DateTime.Now;
			/*
			Default is ?
			MinAuraDelay = 5;
			MaxAuraDelay = 15;
			MinAuraDamage = 15;
			MaxAuraDamage = 25;
			AuraRange = 3;
			*/
		}
Пример #19
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		public BaseElf( AIType ai, FightMode mode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed )
		: base( ai, mode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed )
		{
			Hue = 1801;
			Body = 0x605;
			Race = Race.Elf;

			Utility.AssignRandomHair( this, false );
			if ( Utility.Random( 10 ) <= 4 )
				HairHue = 0;
			else
				HairHue = Utility.RandomBool() ? Utility.RandomMinMax( 1102, 1149 ) : Utility.RandomMinMax( 1801, 1908 );
		}
Пример #20
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 public Monster(Monster m)
 {
     name = m.name;
     id = m.id;
     position = m.position;
     up = m.up;
     fixedPath = m.fixedPath;
     waypointId = m.waypointId;
     movement = m.movement;
     armor = m.armor;
     weapon = m.weapon;
     behavior = m.behavior;
 }
Пример #21
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		//the constructor sits inline with the standard BaseCreature constructor, allowing for easy
		//development of custom linked creatures
		public BaseLinkedCreature(AIType ai, FightMode mode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed ) : base( ai, mode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed )
		{
			_LinkedCreatures = new List<BaseLinkedCreature>();
			
			//keep it immortal, hidden, and frozen until it has linked to the desired number
			Blessed = true;
			Frozen = true;
			Hidden = true;
			
			//wait for the mobile to be fully placed in the world before trying to link
			Timer.DelayCall( TimeSpan.FromSeconds( 1 ), new TimerStateCallback( Link_Callback ), null );
			
		}
Пример #22
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 public static ArtificialIntelligence GetAI(AIType type, Game game, Player player)
 {
     switch (type)
     {
         case AIType.None:
             return null;
         case AIType.Random:
             return new RandomAI(game, player);
         case AIType.Dijkstra:
             return new DijkstraAI(game, player);
         default:
             throw new ArgumentException("Impossible to create AI of type \"" + type + "\"", "type");
     }
 }
Пример #23
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        public BaseMount( string name, int bodyID, int itemID, AIType aiType, FightMode fightMode, int rangePerception, int rangeFight, double activeSpeed, double passiveSpeed )
            : base(aiType, fightMode, rangePerception, rangeFight, activeSpeed, passiveSpeed)
        {
            if (IsMountBlocked)
            {
                this.Tamable = false;
                this.MinTameSkill = 9999.9;
                this.Delete();
            }

            Name = name;
            Body = bodyID;

            m_InternalItem = new MountItem( this, itemID );
        }
Пример #24
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        //----------------------------------------------------------------
        // Constructor
        //----------------------------------------------------------------
        //
        // Creates a new AlienController with the given parameters
        public AlienController( GameWorld world, Alien alien, AIType type,
            Ninja target, float patrol_speed = ALIEN_PATROL_SPEED, float max_range = TUTORIAL_MAX_RANGE,
            float attack_dist = TUTORIAL_ATTACK_RANGE, float chase_dist = TUTORIAL_MAX_CHASE )
            : base(ControllerType.AlienController)
        {
            m_world = world;
            m_self = alien;
            m_type = type;
            m_self.m_ai_type = m_type;

            if ( patrol_speed == 0 ) {
                m_self.m_move_step = ALIEN_PATROL_SPEED;

            }
            if ( max_range == 0 ) {
                m_self.m_range = TUTORIAL_MAX_RANGE;

            }
            if ( attack_dist == 0 ) {
                m_self.m_attack_dist = TUTORIAL_ATTACK_RANGE;

            }
            if ( chase_dist == 0 ) {
                m_self.m_chase_dist = TUTORIAL_MAX_CHASE;

            }

            m_start_rotation = alien.m_rotation;

            if ( alien is TwinNova ) {
                /*m_ai_move_step = m_self.m_move_step *= 0.75f;
                m_ai_range = m_self.m_range *= 1.5f;
                m_ai_attack_dist= m_self.m_attack_dist *= 0.75f;
                m_ai_chase_dist = m_self.m_chase_dist *= 1.5f; */
                m_type = AIType.BOSS;
            }
            m_ai_move_step = m_self.m_move_step;
            m_ai_range = m_self.m_range;
            m_ai_attack_dist = m_self.m_attack_dist;
            m_ai_chase_dist = m_self.m_chase_dist;

            //keep in line with the multiplier from before
            m_ai_move_step *= 0.67f;

            m_target = target;
            m_state = State.SPAWNING;
            m_origin = m_self.m_buffered_position.Value;
        }
Пример #25
0
        /// <summary>
        /// Creates a new IPaddleController based on the specified
        /// pongWorld, aiType, and paddle.
        /// </summary>
        /// <param name="pongWorld">The pong world.</param>
        /// <param name="aiType">Type of the ai.</param>
        /// <param name="paddle">The paddle.</param>
        /// <returns>
        /// The IPaddleController corresponding to the paddle.
        /// </returns>
        public static IPaddleController Create(PongWorld pongWorld, AIType aiType, Paddle paddle)
        {
            switch (aiType)
            {
                case AIType.Human:
                    return new HumanPaddleController(pongWorld, paddle);
                case AIType.PurePursuit:
                    return new PurePursuitPaddleController(pongWorld, paddle);
                case AIType.LeadPursuit:
                    return new LeadPursuitPaddleController(pongWorld, paddle);
                case AIType.Random:
                    return new RandomPaddleController(pongWorld, paddle);
            }

            return null;
        }
Пример #26
0
        public BaseShipCaptain(BaseGalleon galleon, AIType ai, FightMode fm, int per, int range, double passive, double active)
            : base(ai, fm, per, range, passive, active)
        {
            m_Galleon = galleon;
            m_OnCourse = true;
            m_StopTime = DateTime.MinValue;

            if (this.Female = Utility.RandomBool())
            {
                Body = 0x191;
                Name = NameList.RandomName("female");
                AddItem(new Skirt(Utility.RandomNeutralHue()));
            }
            else
            {
                Body = 0x190;
                Name = NameList.RandomName("male");
                AddItem(new ShortPants(Utility.RandomNeutralHue()));
            }

            SetStr(500, 750);
            SetDex(125, 175);
            SetInt(61, 75);

            SetHits(4500, 5000);

            SetDamage(23, 35);

            SetSkill(SkillName.Fencing, 115.0, 120.0);
            SetSkill(SkillName.Macing, 115.0, 120.0);
            SetSkill(SkillName.MagicResist, 115.0, 120.0);
            SetSkill(SkillName.Swords, 115.0, 120.0);
            SetSkill(SkillName.Tactics, 115.0, 120.0);
            SetSkill(SkillName.Wrestling, 115.0, 120.0);
            SetSkill(SkillName.Anatomy, 115.0, 120.0);

            SetDamageType(ResistanceType.Physical, 100);

            SetResistance(ResistanceType.Physical, 45, 55);
            SetResistance(ResistanceType.Fire, 45, 55);
            SetResistance(ResistanceType.Cold, 45, 55);
            SetResistance(ResistanceType.Poison, 45, 55);
            SetResistance(ResistanceType.Energy, 45, 55);

            if (galleon == null)
                Timer.DelayCall(TimeSpan.FromSeconds(.5), new TimerCallback(SpawnShip));
        }
Пример #27
0
        public BasePeacemaker(AIType aiType, int rangeFight) : base(aiType, FightMode.Closest, 10, rangeFight, 0.2, 0.4)
        {
            Title = "the peacemaker";

            Fame = 6000;
            Karma = 3000;

            SpeechHue = Utility.RandomDyedHue();

            Female = Utility.RandomBool();

            Hue = Utility.RandomSkinHue();

            Utility.AssignRandomHair(this);

            if (Female)
            {
                Body = 0x191;
                Name = NameList.RandomName("female");
            }
            else
            {
                Body = 0x190;
                Name = NameList.RandomName("male");

                if (Utility.RandomBool())
                {
                    Utility.AssignRandomFacialHair(this, HairHue);
                }
            }

            SetResistance(ResistanceType.Physical, 55, 70);
            SetResistance(ResistanceType.Fire, 55, 70);
            SetResistance(ResistanceType.Cold, 55, 70);
            SetResistance(ResistanceType.Poison, 55, 70);
            SetResistance(ResistanceType.Energy, 55, 70);

            AddItem(new StuddedChest());
            AddItem(new StuddedArms());
            AddItem(new StuddedGloves());
            AddItem(new StuddedGorget());
            AddItem(new StuddedLegs());
            AddItem(new Sandals());

            PackGold(100, 200);
        }
Пример #28
0
    public void SpawnCreature(AIType aType, int aNum)
    {
        if (m_AIs == null)
        {
            m_AIs = new List<IAIBehaviour>();
        }

        for (int i = 0 ; i < aNum ; ++i)
        {
            GameObject gO = null;

            switch (aType)
            {
                case AIType.FLOATY_FRED:
                    gO = Instantiate(m_FloaterPrefab);
                    break;

                case AIType.SUICIDE_SAM:
                    gO = Instantiate(m_RunnerPrefab);
                    break;

                default:
                    Debug.Log("BAD AITYPE, " + aType + ", creature not spawned");
                    return;
            }

            IAIBehaviour aIBehaviour = gO.GetComponent(typeof(IAIBehaviour)) as IAIBehaviour;
            //Object test = aIBehaviour as Object;
            if (aIBehaviour == null)
            {
                Debug.Log("creature not spawned with IAIBehaviour interface");
                return;
            }

            if (m_AIs == null)
            {
                Debug.Log("list null!?");
                return;
            }

            m_AIs.Add(aIBehaviour);

            aIBehaviour.AssignPlayerReference(m_GameController.GetPlayerReference());
            aIBehaviour.Reset();
        }
    }
Пример #29
0
 public AuraCreature(AIType aitype, FightMode fightmode, int spot, int meleerange, double passivespeed,
     double activespeed)
     : base(aitype, fightmode, spot, meleerange, passivespeed, activespeed)
 {
     AuraPoison = null;
     m_AuraDelay = DateTime.UtcNow;
     /*
     Default is ?
     AuraMessage = "The intense cold is damaging you!";
     AuraType = ResistanceType.Fire;
     MinAuraDelay = 5;
     MaxAuraDelay = 15;
     MinAuraDamage = 15;
     MaxAuraDamage = 25;
     AuraRange = 3;
     */
 }
Пример #30
0
        public CovetousCreature(AIType ai, int level = 60, bool voidspawn = false)
            : base(ai, FightMode.Closest, 10, 1, 0.2, 0.1)
        {
            Level = level;
            VoidSpawn = voidspawn;

            SetSkill(SkillName.MagicResist, SkillStart);
            SetSkill(SkillName.Tactics, SkillStart);
            SetSkill(SkillName.Wrestling, SkillStart);
            SetSkill(SkillName.Anatomy, SkillStart);

            switch (ai)
            {
                default: break;
                case AIType.AI_Mage:
                    SetSkill(SkillName.Magery, SkillStart);
                    SetSkill(SkillName.EvalInt, SkillStart);
                    SetSkill(SkillName.Meditation, SkillStart);
                    break;
            }

            SetStr(StrStart);
            SetDex(DexStart);
            SetInt(IntStart);

            SetHits(HitsStart);
            SetStam(StamStart);
            SetMana(ManaStart);

            SetDamage(MinDamStart, MaxDamStart);

            SetDamageType(ResistanceType.Physical, 100);

            SetResistance(ResistanceType.Physical, ResistStart - 5, ResistStart + 5);
            SetResistance(ResistanceType.Fire, ResistStart - 5, ResistStart + 5);
            SetResistance(ResistanceType.Cold, ResistStart - 5, ResistStart + 5);
            SetResistance(ResistanceType.Poison, ResistStart - 5, ResistStart + 5);
            SetResistance(ResistanceType.Energy, ResistStart - 5, ResistStart + 5); 

            if (Stage > 1)
                Timer.DelayCall(TimeSpan.FromSeconds(.5), SetPower);

            Fame = Math.Min(8500, Level * 142);
            Karma = Math.Min(8500, Level * 142) * -1;
        }
Пример #31
0
 public BaseVoidCreature(AIType aiType, FightMode fightMode, int perception, int range, double passive, double active)
     : base(aiType, FightMode.Good, perception, range, passive, active)
 {
     m_NextMutate  = DateTime.UtcNow + TimeSpan.FromMinutes(MutateCheck);
     m_BuddyMutate = true;
 }
Пример #32
0
 void Awake()
 {
     thisRenderer.material.color = new Color((float)Random.Range(0f, 1f), (float)Random.Range(0f, 1f), (float)Random.Range(0f, 1f));
     aiType = (AIType)Random.Range((int)AIType.RANDOM, (int)AIType.RANDOM_AGGRESSIVE + 1);
 }
Пример #33
0
 public BaseHire(AIType AI)
     : base(AI, FightMode.Aggressor, 10, 1, 0.1, 4.0)
 {
     ControlSlots = 2;
     HoldGold     = 8;
 }
Пример #34
0
 public BaseChampion(AIType aiType) : this(aiType, FightMode.Closest)
 {
 }
Пример #35
0
 public BaseChampion(AIType aiType, FightMode mode) : base(aiType, mode, 18, 1, 0.1, 0.2)
 {
 }
Пример #36
0
 public AIProperties(AIType type, string name)
 {
     this.type          = type;
     this.name          = name;
     this.defaultPreset = true;
 }
Пример #37
0
        public DespiseBoss(AIType ai, FightMode fightmode) : base(ai, fightmode, 10, 1, .1, .2)
        {
            m_SummonTimer = Timer.DelayCall(TimeSpan.FromSeconds(5), SummonWisp_Callback);

            FollowersMax = 100;
        }
Пример #38
0
 public BaseRenowned(AIType aiType)
     : this(aiType, FightMode.Closest)
 {
 }
Пример #39
0
 public BaseRenowned(AIType aiType, FightMode mode)
     : base(aiType, mode, 18, 1, 0.1, 0.2)
 {
 }
Пример #40
0
 public BaseSummoned(AIType aitype, FightMode fightmode, int spot, int meleerange, double passivespeed, double activespeed) : base(aitype, fightmode, spot, meleerange, passivespeed, activespeed)
 {
     m_DecayTime = DateTime.Now + m_Delay;
 }
Пример #41
0
 public void SetAIType(AIType value)
 {
     type = value;
 }
 public BaseDungeonChampion(AIType aiType) : this(aiType, FightMode.Closest)
 {
     setup();
 }
 public BaseDungeonChampion(AIType aiType, FightMode mode) : base(aiType, mode)
 {
     setup();
 }