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RunUO - [www.runuo.com] Version 2.0, Build 2959.20979 Core: Running on .NET Framework Version 2.0.50727 Core: Optimizing for 2 processors Scripts: Compiling C# scripts...failed (1 errors, 0 warnings) Errors: + Engines/AI/Creature/BaseCreature.cs: CS1513: Line 3050: } expected Scripts: One or more scripts failed to compile or no script files were found. - Press return to exit, or R to try again. |
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private DateTime m_IdleReleaseTime; public virtual bool CheckIdle() { if ( Combatant != null ) return false; // in combat.. not idling if ( m_IdleReleaseTime > DateTime.MinValue ) { // idling... if ( DateTime.Now >= m_IdleReleaseTime ) { m_IdleReleaseTime = DateTime.MinValue; return false; // idle is over } return true; // still idling } if ( 95 > Utility.Random( 100 ) ) return false; // not idling, but don't want to enter idle state m_IdleReleaseTime = DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( 15, 25 ) ); // ARTEGORDONMOD // begin reactivate AI on map change protected override void OnMapChange(Map oldMap) { Map map = this.Map; if (m_AI != null && map != null && map.GetSector(this.Location).Active) m_AI.Activate(); base.OnMapChange(oldMap); } // end reactivate AI on map change protected override void OnLocationChange(Point3D oldLocation) { Map map = this.Map; if (PlayerRangeSensitive && m_AI != null && map != null && map.GetSector(this.Location).Active) m_AI.Activate(); base.OnLocationChange(oldLocation); if ( Body.IsHuman ) { switch ( Utility.Random( 2 ) ) { case 0: Animate( 5, 5, 1, true, true, 1 ); break; case 1: Animate( 6, 5, 1, true, false, 1 ); break; } } else if ( Body.IsAnimal ) { switch ( Utility.Random( 3 ) ) { case 0: Animate( 3, 3, 1, true, false, 1 ); break; case 1: Animate( 9, 5, 1, true, false, 1 ); break; case 2: Animate( 10, 5, 1, true, false, 1 ); break; } } else if ( Body.IsMonster ) { switch ( Utility.Random( 2 ) ) { case 0: Animate( 17, 5, 1, true, false, 1 ); break; case 1: Animate( 18, 5, 1, true, false, 1 ); break; } } PlaySound( GetIdleSound() ); return true; // entered idle state } protected override void OnLocationChange( Point3D oldLocation ) { Map map = this.Map; if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( this.Location ).Active ) m_AI.Activate(); base.OnLocationChange( oldLocation ); } public override void OnMovement( Mobile m, Point3D oldLocation ) { base.OnMovement( m, oldLocation ); if ( ReacquireOnMovement || m_Paragon ) ForceReacquire(); InhumanSpeech speechType = this.SpeechType; if ( speechType != null ) speechType.OnMovement( this, m, oldLocation ); /* Begin notice sound */ if ( (!m.Hidden || m.AccessLevel == AccessLevel.Player) && m.Player && m_FightMode != FightMode.Aggressor && m_FightMode != FightMode.None && Combatant == null && !Controlled && !Summoned ) { // If this creature defends itself but doesn't actively attack (animal) or // doesn't fight at all (vendor) then no notice sounds are played.. // So, players are only notified of aggressive monsters // Monsters that are currently fighting are ignored // Controlled or summoned creatures are ignored if ( InRange( m.Location, 18 ) && !InRange( oldLocation, 18 ) ) { if ( Body.IsMonster ) Animate( 11, 5, 1, true, false, 1 ); PlaySound( GetAngerSound() ); } } /* End notice sound */ if ( m_NoDupeGuards == m ) |
QUOTE (Hanse46 @ April 25, 2008 02:39 pm) | ||||
playersentive mod I get this:
here is what I did
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