public override bool OnBeforeDeath() { if (this.Female) { this.Body = 0x191; } else { this.Body = 0x190; } if (this.BatForm && VampireAI.CheckNight(this) == false) //its daytime dont drop anything { // make sure no clothes or weapons drop NewbieAllLayers(); this.AIObject.Deactivate(); Effects.PlaySound(this, this.Map, 648); this.FixedParticles(0x3709, 10, 30, 5052, EffectLayer.LeftFoot); this.PlaySound(0x208); DeathTimer t = new DeathTimer(this); t.Start(); } return(base.OnBeforeDeath()); }
public override void OnThink() { if (VampireAI.CheckNight(this) && this.AIObject.Action != ActionType.Chase) //its nighttime - be a vamp unless we're chasing { DebugSay("It's nighttime! Be a vamp..."); // turn back to human if we are fighting (but not fleeing) if (BatForm && this.AIObject.Action != ActionType.Flee) { DoTransform(this, (this.Female) ? 0x191 : 0x190, this.Hue, toHumanForm); this.FightMode = FightMode.All | FightMode.Closest; // suck blood from random creatures if wounded CanFly = false; } } else // it's daytime { DebugSay("It's daytime! Be a bat..."); // return to bat form if we are not one and not fighting if (!BatForm && this.AIObject.Action != ActionType.Combat) { DoTransform(this, 317, toBatForm); // become a bat this.FightMode = FightMode.Aggressor; } } base.OnThink(); }