CODE |
[Constructable] public Brzytwa() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "Brzytwa"; Body = 218; BaseSoundID = 0x270; Hue = 1879; SetStr( 80, 100 ); SetDex( 80, 100 ); SetInt( 20, 25 ); SetHits( 80, 90 ); SetDamage( 18, 28 ); SetDamageType( ResistanceType.Physical, 40 ); SetResistance( ResistanceType.Physical, 40, 45 ); SetSkill( SkillName.MagicResist, 20, 25 ); SetSkill( SkillName.Tactics, 70, 100 ); SetSkill( SkillName.Wrestling, 70, 100 ); Fame = 120; Karma = 120; VirtualArmor = 12; Tamable = true; ControlSlots = 1; MinTameSkill = 50; PackItem( new Zab( 6 ) ); PackItem( new Pazur( 4 ) ); PackItem( new SuroweMieso( 2 ) ); } |
CODE |
int totalFame = Fame / 100; int totalKarma = -Karma / 100; ArrayList list = GetLootingRights( this.DamageEntries, this.HitsMax ); bool givenQuestKill = false; bool givenFactionKill = false; for ( int i = 0; i < list.Count; ++i ) { DamageStore ds = (DamageStore)list[i]; if ( !ds.m_HasRight ) continue; Titles.AwardFame( ds.m_Mobile, totalFame, true ); Titles.AwardKarma( ds.m_Mobile, totalKarma, true ); |
QUOTE |
EDIT: So if monster is evil, he should have minus karma (for player gain plus karma from kills)? |