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<title>Castle Game Engine: CastleCreatures: Class TWalkAttackCreatureResource</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TWalkAttackCreatureResource"></a><h1 class="cio">Class TWalkAttackCreatureResource</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleCreatures.html">CastleCreatures</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TWalkAttackCreatureResource = class(<a class="normal" href="CastleCreatures.TCreatureResource.html">TCreatureResource</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Creature with smart walking and attacking intelligence. May stand still (idle), walk, attack, fire missiles, and die.
<p>Tracks the enemy (remembers last seen enemy 3D position, walks/flies to it, possibly through sectors/waypoints — so it can pass through narrow doors in a labyrinth or walk over a narrow bridge). Attacks the enemy from the right distance (a short-range attack) and/or shoots a missile (adds a missile to the 3D world). Runs away from the enemy (when he's too close and/or our health is low).
<p>There are a lot of settings to achieve particular behavior, e.g. cowardly/brave, offensive/defensive, melee/ranged, etc.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleResources.T3DResource.html">T3DResource</a></li>
<li class="ancestor"><a class="normal" href="CastleCreatures.TCreatureResource.html">TCreatureResource</a></li>
<li class="thisitem">TWalkAttackCreatureResource</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMoveSpeed">DefaultMoveSpeed</a></b> = 10.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMinLifeLossToHurt">DefaultMinLifeLossToHurt</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultChanceToHurt">DefaultChanceToHurt</a></b> = 1.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMaxHeightAcceptableToFall">DefaultMaxHeightAcceptableToFall</a></b> = 1.5;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRandomWalkDistance">DefaultRandomWalkDistance</a></b> = 10.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRemoveDead">DefaultRemoveDead</a></b> = false;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultPreferredDistance">DefaultPreferredDistance</a></b> = 2.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRunAwayLife">DefaultRunAwayLife</a></b> = 0.3;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRunAwayDistance">DefaultRunAwayDistance</a></b> = 10.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultVisibilityAngle">DefaultVisibilityAngle</a></b> = Pi * 2 / 3;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultSmellDistance">DefaultSmellDistance</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackTime">DefaultAttackTime</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMinDelay">DefaultAttackMinDelay</a></b> = 2.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxDistance">DefaultAttackMaxDistance</a></b> = <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultPreferredDistance">DefaultPreferredDistance</a>;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxAngle">DefaultAttackMaxAngle</a></b> = Pi / 6;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileTime">DefaultFireMissileTime</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMinDelay">DefaultFireMissileMinDelay</a></b> = <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMinDelay">DefaultAttackMinDelay</a>;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMaxDistance">DefaultFireMissileMaxDistance</a></b> = 30.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMaxAngle">DefaultFireMissileMaxAngle</a></b> = <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxAngle">DefaultAttackMaxAngle</a>;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileHeight">DefaultFireMissileHeight</a></b> = 0.5;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FlexibleUp">FlexibleUp</a></b>: boolean; override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#Create">Create</a></b>(const AName: string); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#LoadFromFile">LoadFromFile</a></b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#CreatureClass">CreatureClass</a></b>: <a href="CastleCreatures.html#TCreatureClass">TCreatureClass</a>; override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#IdleAnimation">IdleAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FIdleAnimation;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#IdleToWalkAnimation">IdleToWalkAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FIdleToWalkAnimation;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#WalkAnimation">WalkAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FWalkAnimation;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#AttackAnimation">AttackAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FAttackAnimation;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileAnimation">FireMissileAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FFireMissileAnimation;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DieAnimation">DieAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FDieAnimation;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#DieBackAnimation">DieBackAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FDieBackAnimation;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#HurtAnimation">HurtAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FHurtAnimation;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#MoveSpeed">MoveSpeed</a></b>: Single read FMoveSpeed write FMoveSpeed
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMoveSpeed">DefaultMoveSpeed</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#PreferredDistance">PreferredDistance</a></b>: Single
read FPreferredDistance write FPreferredDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultPreferredDistance">DefaultPreferredDistance</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#AttackMinDelay">AttackMinDelay</a></b>: Single
read FAttackMinDelay write FAttackMinDelay
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMinDelay">DefaultAttackMinDelay</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#AttackMaxDistance">AttackMaxDistance</a></b>: Single
read FAttackMaxDistance write FAttackMaxDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxDistance">DefaultAttackMaxDistance</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#AttackTime">AttackTime</a></b>: Single read FAttackTime write FAttackTime
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackTime">DefaultAttackTime</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#AttackMaxAngle">AttackMaxAngle</a></b>: Single
read FAttackMaxAngle write FAttackMaxAngle
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxAngle">DefaultAttackMaxAngle</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#AttackSoundHit">AttackSoundHit</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FAttackSoundHit write FAttackSoundHit default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#AttackSoundStart">AttackSoundStart</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FAttackSoundStart write FAttackSoundStart default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileTime">FireMissileTime</a></b>: Single
read FFireMissileTime write FFireMissileTime default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileTime">DefaultFireMissileTime</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileMinDelay">FireMissileMinDelay</a></b>: Single
read FFireMissileMinDelay write FFireMissileMinDelay default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMinDelay">DefaultFireMissileMinDelay</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileMaxDistance">FireMissileMaxDistance</a></b>: Single
read FFireMissileMaxDistance write FFireMissileMaxDistance default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMaxDistance">DefaultFireMissileMaxDistance</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileMaxAngle">FireMissileMaxAngle</a></b>: Single
read FFireMissileMaxAngle write FFireMissileMaxAngle default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMaxAngle">DefaultFireMissileMaxAngle</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileName">FireMissileName</a></b>: string
read FFireMissileName write FFireMissileName;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileHeight">FireMissileHeight</a></b>: Single
read FFireMissileHeight write FFireMissileHeight default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileHeight">DefaultFireMissileHeight</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileSound">FireMissileSound</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FFireMissileSound write FFireMissileSound default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#RunAwayLife">RunAwayLife</a></b>: Single
read FRunAwayLife write FRunAwayLife default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRunAwayLife">DefaultRunAwayLife</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#RunAwayDistance">RunAwayDistance</a></b>: Single
read FRunAwayDistance write FRunAwayDistance default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRunAwayDistance">DefaultRunAwayDistance</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#VisibilityAngle">VisibilityAngle</a></b>: Single read FVisibilityAngle write FVisibilityAngle
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultVisibilityAngle">DefaultVisibilityAngle</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#SmellDistance">SmellDistance</a></b>: Single read FSmellDistance write FSmellDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultSmellDistance">DefaultSmellDistance</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#MinLifeLossToHurt">MinLifeLossToHurt</a></b>: Single
read FMinLifeLossToHurt write FMinLifeLossToHurt
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMinLifeLossToHurt">DefaultMinLifeLossToHurt</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#ChanceToHurt">ChanceToHurt</a></b>: Single
read FChanceToHurt write FChanceToHurt
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultChanceToHurt">DefaultChanceToHurt</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#MaxHeightAcceptableToFall">MaxHeightAcceptableToFall</a></b>: Single
read FMaxHeightAcceptableToFall
write FMaxHeightAcceptableToFall
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMaxHeightAcceptableToFall">DefaultMaxHeightAcceptableToFall</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#RandomWalkDistance">RandomWalkDistance</a></b>: Single
read FRandomWalkDistance
write FRandomWalkDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRandomWalkDistance">DefaultRandomWalkDistance</a>;</code></td>
</tr>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreatureResource.html#RemoveDead">RemoveDead</a></b>: boolean
read FRemoveDead write FRemoveDead default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRemoveDead">DefaultRemoveDead</a>;</code></td>
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</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMoveSpeed"></a><code>internal const <b>DefaultMoveSpeed</b> = 10.0;</code></td>
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</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMinLifeLossToHurt"></a><code>internal const <b>DefaultMinLifeLossToHurt</b> = 0.0;</code></td>
</tr>
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</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultChanceToHurt"></a><code>internal const <b>DefaultChanceToHurt</b> = 1.0;</code></td>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultMaxHeightAcceptableToFall"></a><code>internal const <b>DefaultMaxHeightAcceptableToFall</b> = 1.5;</code></td>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultRandomWalkDistance"></a><code>internal const <b>DefaultRandomWalkDistance</b> = 10.0;</code></td>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultRemoveDead"></a><code>internal const <b>DefaultRemoveDead</b> = false;</code></td>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultPreferredDistance"></a><code>internal const <b>DefaultPreferredDistance</b> = 2.0;</code></td>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultRunAwayLife"></a><code>internal const <b>DefaultRunAwayLife</b> = 0.3;</code></td>
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</td></tr>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultRunAwayDistance"></a><code>internal const <b>DefaultRunAwayDistance</b> = 10.0;</code></td>
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</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultVisibilityAngle"></a><code>internal const <b>DefaultVisibilityAngle</b> = Pi * 2 / 3;</code></td>
</tr>
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<p>
120 degrees.</p>
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultSmellDistance"></a><code>internal const <b>DefaultSmellDistance</b> = 0.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultAttackTime"></a><code>internal const <b>DefaultAttackTime</b> = 0.0;</code></td>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultAttackMinDelay"></a><code>internal const <b>DefaultAttackMinDelay</b> = 2.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultAttackMaxDistance"></a><code>internal const <b>DefaultAttackMaxDistance</b> = <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultPreferredDistance">DefaultPreferredDistance</a>;</code></td>
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</td></tr>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultAttackMaxAngle"></a><code>internal const <b>DefaultAttackMaxAngle</b> = Pi / 6;</code></td>
</tr>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultFireMissileTime"></a><code>internal const <b>DefaultFireMissileTime</b> = 0.0;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultFireMissileMinDelay"></a><code>internal const <b>DefaultFireMissileMinDelay</b> = <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMinDelay">DefaultAttackMinDelay</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultFireMissileMaxDistance"></a><code>internal const <b>DefaultFireMissileMaxDistance</b> = 30.0;</code></td>
</tr>
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</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultFireMissileMaxAngle"></a><code>internal const <b>DefaultFireMissileMaxAngle</b> = <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxAngle">DefaultAttackMaxAngle</a>;</code></td>
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<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultFireMissileHeight"></a><code>internal const <b>DefaultFireMissileHeight</b> = 0.5;</code></td>
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</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="FlexibleUp"></a><code>function <b>FlexibleUp</b>: boolean; override;</code></td>
</tr>
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</td></tr>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const AName: string); override;</code></td>
</tr>
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</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CreatureClass"></a><code>function <b>CreatureClass</b>: <a href="CastleCreatures.html#TCreatureClass">TCreatureClass</a>; override;</code></td>
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</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IdleAnimation"></a><code>property <b>IdleAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FIdleAnimation;</code></td>
</tr>
<tr><td colspan="2">
<p>
An animation of standing still (being idle). Will be played in a loop, so for best look make sure that the beginning and end match.</p>
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</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IdleToWalkAnimation"></a><code>property <b>IdleToWalkAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FIdleToWalkAnimation;</code></td>
</tr>
<tr><td colspan="2">
<p>
An animation when creature changes from standing still to walking. Optional.
<p>For best look: It's beginnig should glue with the end of <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#IdleAnimation">IdleAnimation</a>, it's ending should glue with beginning of <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#WalkAnimation">WalkAnimation</a>.</p>
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</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="WalkAnimation"></a><code>property <b>WalkAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FWalkAnimation;</code></td>
</tr>
<tr><td colspan="2">
<p>
An animation of walking. Will be played in a loop, so for best look make sure that the beginning and end match.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackAnimation"></a><code>property <b>AttackAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FAttackAnimation;</code></td>
</tr>
<tr><td colspan="2">
<p>
An animation of short-range attacking. Optional.
<p>For best look: Beginning and end of it should roughly glue with (any) frame of <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#WalkAnimation">WalkAnimation</a> and <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#IdleAnimation">IdleAnimation</a>.
<p><i>Design notes:</i> I used to have here property like AttacksWhenWalking for the creature, to indicate whether creature changes state like "<a class="normal" href="CastleCreatures.html#csWalk">csWalk</a> -> <a class="normal" href="CastleCreatures.html#csAttack">csAttack</a> -> <a class="normal" href="CastleCreatures.html#csWalk">csWalk</a>" or "<a class="normal" href="CastleCreatures.html#csIdle">csIdle</a> -> <a class="normal" href="CastleCreatures.html#csAttack">csAttack</a> -> <a class="normal" href="CastleCreatures.html#csIdle">csIdle</a>". But this wasn't good. Intelligent creature sometimes attacks when walking (e.g. if it just made the distance to the enemy closer) or when standing (when the distance was already close enough). And after performing the attack, the creature doesn't need to go back to the original state before the attack.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FireMissileAnimation"></a><code>property <b>FireMissileAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FFireMissileAnimation;</code></td>
</tr>
<tr><td colspan="2">
<p>
Firing missile animation. Optional. Similar rules like <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackAnimation">AttackAnimation</a>, but here the "highlight" is not directly hurting enemy, but firing a new creature (missile).
<p>You can always override <a class="normal" href="CastleCreatures.TWalkAttackCreature.html#FireMissile">TWalkAttackCreature.FireMissile</a> to do pretty much anything you want, and this way treat this as an "alternate attack", not necessarily firing a missile. It's not really required to actually fire a missile — it's only what happens at the default <a class="normal" href="CastleCreatures.TWalkAttackCreature.html#FireMissile">TWalkAttackCreature.FireMissile</a> implementation, and it happens only if <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileName">FireMissileName</a> is not empty.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DieAnimation"></a><code>property <b>DieAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FDieAnimation;</code></td>
</tr>
<tr><td colspan="2">
<p>
An animation of dying.
<p>Dying animation is not displayed in a loop, after it runs it's duration we constantly show the final frame, at the <a class="normal" href="CastleCreatures.TCreature.html">TCreature</a> instance will keep existing on the level. Unless you set <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#RemoveDead">RemoveDead</a> to <code>True</code>, then the dead creature will be completely removed from the level.
<p>For best look: Beginning should roughly glue with any point of the idle/attack/walk animations.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DieBackAnimation"></a><code>property <b>DieBackAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FDieBackAnimation;</code></td>
</tr>
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<p>
An optional dying animation, used when the creature is killed by hitting it in the back. This may be useful if you want your creature to fall face-down when killed from the back or face-up when killed from the front. If this is defined, then <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#DieAnimation">DieAnimation</a> is only used when creature is killed by hitting it from the front. The direction of last hit is taken from LastHurtDirection.
<p>For best look: Just like <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#DieAnimation">DieAnimation</a>, beginning should roughly glue with any point of the idle/attack/walk animations.</p>
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</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HurtAnimation"></a><code>property <b>HurtAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FHurtAnimation;</code></td>
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<p>
Animation when the creature will be hurt. Beginning and end should *more-or-less* look like any point of the idle/attack/walk animations.</p>
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</table>
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<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MoveSpeed"></a><code>property <b>MoveSpeed</b>: Single read FMoveSpeed write FMoveSpeed
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMoveSpeed">DefaultMoveSpeed</a>;</code></td>
</tr>
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<p>
The moving speed: how much Direction vector will be scaled when moving in <a class="normal" href="CastleCreatures.html#csWalk">csWalk</a>.</p>
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</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PreferredDistance"></a><code>property <b>PreferredDistance</b>: Single
read FPreferredDistance write FPreferredDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultPreferredDistance">DefaultPreferredDistance</a>;</code></td>
</tr>
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<p>
The preferred distance between enemy and the creature. The creature will try to walk closer to the enemy if the distance is larger. (If you want to make the creature to also walk father from the enemy when necessary, then set <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#RunAwayLife">RunAwayLife</a> and <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#RunAwayDistance">RunAwayDistance</a>.)
<p>This should be <= <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackMaxDistance">AttackMaxDistance</a> or <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileMaxDistance">FireMissileMaxDistance</a>, if you hope to actually perform a short-range or firing missile attack. The creature can attack enemy from <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackMaxDistance">AttackMaxDistance</a> or fire missile from <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileMaxDistance">FireMissileMaxDistance</a>, but it will walk closer to the enemy if possible — until the distance is <code>PreferredDistance</code>.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackMinDelay"></a><code>property <b>AttackMinDelay</b>: Single
read FAttackMinDelay write FAttackMinDelay
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMinDelay">DefaultAttackMinDelay</a>;</code></td>
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<p>
Minimum delay between one attack and the other, in seconds. Note that the duration of <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackAnimation">AttackAnimation</a> also limits how often creature can do an attack (so e.g. setting this to 0.0 doesn't mean that creature can constantly attack, if <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackAnimation">AttackAnimation</a> takes 1 second then at least this 1 second will have to pass between actual attack hits).</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackMaxDistance"></a><code>property <b>AttackMaxDistance</b>: Single
read FAttackMaxDistance write FAttackMaxDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxDistance">DefaultAttackMaxDistance</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Maximum distance between enemy and creature to allow creature to start attack. The distance is measured between enemy (see <a class="normal" href="CastleCreatures.TWalkAttackCreature.html#Enemy">TWalkAttackCreature.Enemy</a>) and current creature Middle (see <a class="normal" href="Castle3D.T3D.html#Middle">T3D.Middle</a>) points.</p>
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<td class="itemcode"><a name="AttackTime"></a><code>property <b>AttackTime</b>: Single read FAttackTime write FAttackTime
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackTime">DefaultAttackTime</a>;</code></td>
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<p>
The time point within <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackAnimation">AttackAnimation</a> at which the short-range attack happens. When exactly happens depends on the virtual <a class="normal" href="CastleCreatures.TWalkAttackCreature.html#Attack">TWalkAttackCreature.Attack</a> method implementation, in the base <a class="normal" href="CastleCreatures.TWalkAttackCreature.html">TWalkAttackCreature</a> it is a short-range attack.</p>
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<td class="itemcode"><a name="AttackMaxAngle"></a><code>property <b>AttackMaxAngle</b>: Single
read FAttackMaxAngle write FAttackMaxAngle
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultAttackMaxAngle">DefaultAttackMaxAngle</a>;</code></td>
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<p>
Since most of the creatures will have their weapon on their front (teeth, shooting hands, claws, whatever), they can attack enemy only when they are facing the enemy.
<p>More precisely, the attack is allowed to start only when the angle between current creature <a class="normal" href="Castle3D.T3DOrient.html#Direction">Direction</a> and the vector from creature's Middle to the enemy's Middle (see <a class="normal" href="Castle3D.T3D.html#Middle">T3D.Middle</a>) is <= <code>AttackMaxAngle</code>.
<p>This is in radians.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackSoundHit"></a><code>property <b>AttackSoundHit</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FAttackSoundHit write FAttackSoundHit default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<p>
Sound played when short-range attack hits.</p>
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<td class="itemcode"><a name="AttackSoundStart"></a><code>property <b>AttackSoundStart</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FAttackSoundStart write FAttackSoundStart default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<p>
Played at the start of attack animation, that is when entering <a class="normal" href="CastleCreatures.html#csAttack">csAttack</a> state. To play a sound when the actual hit happens (at <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackTime">AttackTime</a>) see <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackSoundHit">AttackSoundHit</a>.</p>
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<td class="itemcode"><a name="FireMissileTime"></a><code>property <b>FireMissileTime</b>: Single
read FFireMissileTime write FFireMissileTime default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileTime">DefaultFireMissileTime</a>;</code></td>
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<td class="itemcode"><a name="FireMissileMinDelay"></a><code>property <b>FireMissileMinDelay</b>: Single
read FFireMissileMinDelay write FFireMissileMinDelay default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMinDelay">DefaultFireMissileMinDelay</a>;</code></td>
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<td class="itemcode"><a name="FireMissileMaxDistance"></a><code>property <b>FireMissileMaxDistance</b>: Single
read FFireMissileMaxDistance write FFireMissileMaxDistance default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMaxDistance">DefaultFireMissileMaxDistance</a>;</code></td>
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<td class="itemcode"><a name="FireMissileMaxAngle"></a><code>property <b>FireMissileMaxAngle</b>: Single
read FFireMissileMaxAngle write FFireMissileMaxAngle default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileMaxAngle">DefaultFireMissileMaxAngle</a>;</code></td>
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<td class="itemcode"><a name="FireMissileName"></a><code>property <b>FireMissileName</b>: string
read FFireMissileName write FFireMissileName;</code></td>
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<p>
Name of the creature to fire as missile, at <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackTime">AttackTime</a> during <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackAnimation">AttackAnimation</a>. Leave empty to not fire any missile.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FireMissileHeight"></a><code>property <b>FireMissileHeight</b>: Single
read FFireMissileHeight write FFireMissileHeight default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultFireMissileHeight">DefaultFireMissileHeight</a>;</code></td>
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<p>
Height (between Position and Middle, usually: legs and eyes) of the fired missile (see <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileName">FireMissileName</a>).</p>
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<td class="itemcode"><a name="FireMissileSound"></a><code>property <b>FireMissileSound</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FFireMissileSound write FFireMissileSound default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<p>
Sound played when missile is fired, see <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#FireMissileName">FireMissileName</a>.</p>
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<td class="itemcode"><a name="RunAwayLife"></a><code>property <b>RunAwayLife</b>: Single
read FRunAwayLife write FRunAwayLife default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRunAwayLife">DefaultRunAwayLife</a>;</code></td>
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<p>
Portion of life and distance when the creature decides it's best to run away from the enemy. <code>RunAwayLife</code> is expressed as a fraction of MaxLife. We run if our <code>Life <= MaxLife * <code>RunAwayLife</code></code> and the distance to the (last seen) enemy is < <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#RunAwayDistance">RunAwayDistance</a>. Set <code>RunAwayLife</code> = 1 to make the creature always try to keep a safe distance from the enemy. </p>
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<td class="itemcode"><a name="RunAwayDistance"></a><code>property <b>RunAwayDistance</b>: Single
read FRunAwayDistance write FRunAwayDistance default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRunAwayDistance">DefaultRunAwayDistance</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VisibilityAngle"></a><code>property <b>VisibilityAngle</b>: Single read FVisibilityAngle write FVisibilityAngle
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultVisibilityAngle">DefaultVisibilityAngle</a>;</code></td>
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<p>
Creature sees other things (like enemies) only within a cone of this angle. This way, the creature only looks forward, and you can sneak upon a creature from the back. Simply set this to >= 2 * Pi to remove this limit.
<p>Note that the creature also becomes aware of the enemy when it is hurt by a direct attack, regardless of <code>VisibilityAngle</code>. This way if you sneak and attack a creature from the back, it will turn around and fight you.
<p>Creature can also smell others, see <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#SmellDistance">SmellDistance</a>.</p>
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<td class="itemcode"><a name="SmellDistance"></a><code>property <b>SmellDistance</b>: Single read FSmellDistance write FSmellDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultSmellDistance">DefaultSmellDistance</a>;</code></td>
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<p>
Creature smells other things (like enemies) within a sphere of this radius. This allows to detect enemy regardless of which direction the creature is facing, regardless of whether there is a line of sight to the enemy, regardless if enemy is moving.
<p>This is quite powerful ability to detect enemies, if you set this to something large (by default it's zero). Detecting enemies allows to more accurately/faster attack them and/or run away from them.
<p>Note: If you want the creature to nicely run from behind the corner, be sure to setup good sectors/waypoints in your level.</p>
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<td class="itemcode"><a name="MinLifeLossToHurt"></a><code>property <b>MinLifeLossToHurt</b>: Single
read FMinLifeLossToHurt write FMinLifeLossToHurt
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMinLifeLossToHurt">DefaultMinLifeLossToHurt</a>;</code></td>
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<p>
When creature is wounded for more than MaxLife * <code>MinLifeLossToHurt</code> points and moreover Random < <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#ChanceToHurt">ChanceToHurt</a> then creature will change to <a class="normal" href="CastleCreatures.html#csHurt">csHurt</a> state and be knocked back. Changing to <a class="normal" href="CastleCreatures.html#csHurt">csHurt</a> state means that any other state will be interrupted (e.g. enemy can interrupt creature's attack this way if <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackTime">AttackTime</a> > 0).
<p>It's expected that "tougher" creatures will have <code>MinLifeLossToHurt</code> somewhat higher than <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMinLifeLossToHurt">DefaultMinLifeLossToHurt</a> and <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#ChanceToHurt">ChanceToHurt</a> significantly lower than <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultChanceToHurt">DefaultChanceToHurt</a>.</p>
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<td class="itemcode"><a name="ChanceToHurt"></a><code>property <b>ChanceToHurt</b>: Single
read FChanceToHurt write FChanceToHurt
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultChanceToHurt">DefaultChanceToHurt</a>;</code></td>
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<p>
See <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#MinLifeLossToHurt">MinLifeLossToHurt</a>.</p>
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<td class="itemcode"><a name="MaxHeightAcceptableToFall"></a><code>property <b>MaxHeightAcceptableToFall</b>: Single
read FMaxHeightAcceptableToFall
write FMaxHeightAcceptableToFall
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultMaxHeightAcceptableToFall">DefaultMaxHeightAcceptableToFall</a>;</code></td>
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<td class="itemcode"><a name="RandomWalkDistance"></a><code>property <b>RandomWalkDistance</b>: Single
read FRandomWalkDistance
write FRandomWalkDistance
default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRandomWalkDistance">DefaultRandomWalkDistance</a>;</code></td>
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<td class="itemcode"><a name="RemoveDead"></a><code>property <b>RemoveDead</b>: boolean
read FRemoveDead write FRemoveDead default <a href="CastleCreatures.TWalkAttackCreatureResource.html#DefaultRemoveDead">DefaultRemoveDead</a>;</code></td>
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