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½ºÆ®¸³Æú´õ¿¡ BaseUserNPC.csÆÄÀÏÀ» ¸¸µé°í ´ÙÀ½ Äڵ带 ³Ö½À´Ï´Ù.
using System;
using System.IO;
using System.Collections;
using Server.Items;
using Server.Gumps;
namespace Server.Mobiles
{
public class BaseUserNPC : BaseCreature
{
[Constructable]
public BaseUserNPC() : base( AIType.AI_Thief, FightMode.None, 10, 1, 0.8, 1.6 )
{
//¿©±â¼ BaseUserNPC¸¦ º£À̽º·Î »ý¼ºµÇ´Â NPCÀÇ ½ºÅ×ÀÌÅͽº¸¦ Á¤ÇÔ´Ï´Ù.
InitStats( 100, 100, 25 ); //´É·ÂÄ¡
Female = false; //¼ºº° true¸é ¿©ÀÚ°¡ »ý¼ºµÊ´Ï´Ù.(ÇÏÁö¸¸ ¸öÀº ³²ÀÚÀÓ´Ï´Ù -_-....Æ®·£½ºÀé´õ?)
Body = 0x190; //¸öŸÀÔ..;;¿©±â¼ ³²ÀÚ¸ö,¿©ÀÚ¸öÀÌ °áÁ¤µÊ´Ï´Ù.¿©ÀÚ¸öŸÀÔÀº 0x191ÀÓ´Ï´Ù.
//¸öŸÀÔ¶§¹®¿¡ ³²ÀÚÄɸ¯ ¿©ÀÚÄɸ¯Çؼ 2°³ÀÇ º£À̽º¸¦ µÎ´Â°ÍÀÌ ÁÁ½À´Ï´Ù.
//Áß¿äÄɸ¯Àǰæ¿ì º£À̽º¸¦ µû·Î µÎ´Â°Ô ÁÁ°ÚÀú?
Hue = Utility.RandomSkinHue(); //ÇǺλö.·£´ýÀ¸·Î µÇÀִ°Š°°½À´Ï´Ù..;;;
NameHue = 0x35; //À̸§»öÀÓ´Ï´Ù. Áö±Ý»óÅ´ ³ë¶ûÀ¸·Î....ÀÏ¹Ý NPC¿Í °°Àº»öÀÓ´Ï´Ù.
this.Blessed = true;
}
public BaseUserNPC( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
}
}
}
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ÄÚµå : |
using System;
using System.Collections;
using Server.Items;
using Server;
namespace Server.Mobiles
{
public class Serika : BaseUserNPC //¿©±â
{
[Constructable]
public Serika() //¿©±â
{
// Properties
Name = "Serika"; //»ý¼ºµÉ NPCÀÇ À̸§Àε¥...°ÔÀÓ»ó¿¡¼ GM±ÇÇÑÀ¸·Î ¹Ù²Ü¼ö ÀÖ½À´Ï´Ù.
Direction = Direction.Left; //ij¸¯ÅͰ¡ »ý¼ºµÇÀÚ¸¶ÀÚ º¸°í ÀÖ´Â ¹æÇâÀÓ´Ï´Ù.
// Clothing »ý¼º½ÃÀÔ°í ³ªÀ» ¿Ê°¡Áö(?)µéÀÓ´Ï´Ù.
AddItem( new Boots(1175));
AddItem( new Vandyke(1175));
AddItem( new ShortHair(1175));
}
public Serika( Serial serial ) : base( serial ) //¿©±â
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
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