Skip to content

Commit

Permalink
Changed: AutoSetStats allows now to customize mobs base Str, base Dex…
Browse files Browse the repository at this point in the history
…, base Con and base qui which allows to customize Mobs stats tremendously.

Added: Str, Con, Dex and qui now have a multiplier which allows to costumize Mobs stats tremendous.

removed: old stats for Str, Dex, Con and Qui from AutoSetStats()
  • Loading branch information
argoras committed Aug 14, 2011
1 parent b8f7043 commit 0639189
Showing 1 changed file with 27 additions and 8 deletions.
35 changes: 27 additions & 8 deletions GameServer/gameobjects/GameNPC.cs
Original file line number Diff line number Diff line change
Expand Up @@ -32,8 +32,10 @@
using DOL.GS.PacketHandler;
using DOL.GS.Quests;
using DOL.GS.Spells;
using DOL.GS.Styles;
using DOL.GS.Utils;
using DOL.Language;
using DOL.GS.ServerProperties;

namespace DOL.GS
{
Expand Down Expand Up @@ -431,15 +433,18 @@ public override byte Level

public virtual void AutoSetStats()
{
Strength = (short)( 20 + Level * 6 );
Constitution = 30;
Dexterity = 30;
Quickness = 30;
// Values changed by Argo, based on Tolakrams Advice for how to change the Multiplier for Autoset str

Intelligence = 30;
Empathy = 30;
Piety = 30;
Charisma = 30;
Strength = (short)(Properties.MOB_AUTOSET_STR_BASE + Level * 10 * Properties.MOB_AUTOSET_STR_MULTIPLIER);
Constitution = (short)(Properties.MOB_AUTOSET_CON_BASE + Level * Properties.MOB_AUTOSET_CON_MULTIPLIER);
Quickness = (short)(Properties.MOB_AUTOSET_QUI_BASE + Level * Properties.MOB_AUTOSET_QUI_MULTIPLIER);
Dexterity = (short)(Properties.MOB_AUTOSET_DEX_BASE + Level * Properties.MOB_AUTOSET_DEX_MULTIPLIER);

Intelligence = (short)(30);
Empathy = (short)(30);
Piety = (short)(30);
Charisma = (short)(30);

}

/// <summary>
Expand Down Expand Up @@ -3505,7 +3510,21 @@ public override string GetPronoun(int form, bool capitalize)
}
}
}
/// <summary>
/// Pick a random style for now.
/// </summary>
/// <returns></returns>
protected override Style GetStyleToUse()
{
if (Styles != null && Styles.Count > 0 && Util.Chance(Properties.GAMENPC_CHANCES_TO_STYLE + Styles.Count))
{
Style style = (Style)Styles[Util.Random(Styles.Count - 1)];
if (StyleProcessor.CanUseStyle(this, style, AttackWeapon))
return style;
}

return base.GetStyleToUse();
}
/// <summary>
/// Adds messages to ArrayList which are sent when object is targeted
/// </summary>
Expand Down

0 comments on commit 0639189

Please sign in to comment.