public InvisibleStalker() {
    super();
    Random randomizer = new Random(System.currentTimeMillis());

    username = "******";
    setDescription("A shimmering blob of energy.");
    setDisplayText("An invisible stalker hunts here.");
    CMLib.factions().setAlignment(this, Faction.ALIGN_NEUTRAL);
    setMoney(0);
    basePhyStats.setWeight(10 + Math.abs(randomizer.nextInt() % 10));

    baseCharStats().setStat(CharStats.STAT_INTELLIGENCE, 12 + Math.abs(randomizer.nextInt() % 3));
    baseCharStats().setStat(CharStats.STAT_STRENGTH, 20);
    baseCharStats().setStat(CharStats.STAT_DEXTERITY, 13);

    basePhyStats().setDamage(16);
    basePhyStats().setSpeed(1.0);
    basePhyStats().setAbility(0);
    basePhyStats().setLevel(4);
    basePhyStats().setArmor(0);
    basePhyStats().setDisposition(basePhyStats().disposition() | PhyStats.IS_INVISIBLE);

    baseState.setHitPoints(CMLib.dice().roll(basePhyStats().level(), 20, basePhyStats().level()));

    addBehavior(CMClass.getBehavior("Aggressive"));
    addBehavior(CMClass.getBehavior("Mobile"));

    recoverMaxState();
    resetToMaxState();
    recoverPhyStats();
    recoverCharStats();
  }
Exemple #2
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  public HeavenlyServent() {
    super();

    Random randomizer = new Random(System.currentTimeMillis());

    username = "******";
    setDescription(
        "An angelic form in gowns of white, with golden hair, and an ever present smile.");
    setDisplayText("A servant of the Archons is running errands.");
    CMLib.factions().setAlignment(this, Faction.ALIGN_NEUTRAL);
    setMoney(0);
    basePhyStats.setWeight(20 + Math.abs(randomizer.nextInt() % 55));
    setWimpHitPoint(2);

    addBehavior(CMClass.getBehavior("Mobile"));
    addBehavior(CMClass.getBehavior("MudChat"));

    basePhyStats().setDamage(25);

    basePhyStats().setAbility(0);
    basePhyStats().setLevel(10);
    basePhyStats().setArmor(0);
    baseCharStats().setMyRace(CMClass.getRace("Human"));
    baseCharStats().getMyRace().startRacing(this, false);

    baseState.setHitPoints(CMLib.dice().roll(basePhyStats().level(), 20, basePhyStats().level()));

    recoverMaxState();
    resetToMaxState();
    recoverPhyStats();
    recoverCharStats();
  }