public Enemy() { Behavior = new BehaviorEngine(this); Loot = new LootSet(); var r = new Random(DateTime.Now.Millisecond); RespawnTime = r.Next(45000, 60001); }
public Npc() { Dialogs = new List<NpcDialog>(); Stats.Level = 1; Stats.MaxHp = 250; Stats.Hp = 250; Wander = true; SoldItems = new List<Item>(); Behavior = new BehaviorEngine(this); HearingRange = 750; }
private void StartupVariables() { RunningCost = 10; Equipment = new EquipmentSlots(); Stats = new CharacterStats(); Stats.Equipment = Equipment; CollisionRadius = 25f; movementInterval = 20f; AttackDelay = 300; Class = new ClassInformation(); Skills = new List<Skill>(); StatusEffects = new List<StatusEffect>(); OnHitEffects = new List<StatusEffect>(); Inventory = new Inventory(); ComboManager = new ComboManager {Attacks = 2, CurrentAttackIndex = 0}; Melee = new Weapon { AttackAngle = 180, AttackRange = 30, AttackPower = 5, Cooldown = 700f, Name = "None" }; Facing = Direction.Down; Behavior = new BehaviorEngine(); Name = string.Empty; ActionState = ActionState.Idle; IsAlive = true; }