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void Creature::onWalk(Direction& dir)
{
if(!hasCondition(CONDITION_DRUNK))
return;
uint32_t r = random_range(0, 16);
if(r > 4)
return;
switch(r)
{
case 0:
dir = NORTH;
break;
case 1:
dir = WEST;
break;
case 3:
dir = SOUTH;
break;
case 4:
dir = EAST;
break;
}
g_game.internalCreatureSay(this, SPEAK_MONSTER_SAY, "Hicks!", isGhost());
}
It doesn't appear to have the drunk intensity levels as real Tibia does.
You'd have to create it yourself using lua functions, or edit your source to create the drunk intensity.
void Creature::onWalk(Direction& dir)
{
if(!hasCondition(CONDITION_DRUNK))
return;
uint32_t r = random_range(0, 16);
if(r > 4)
return;
switch(r)
{
case 0:
dir = NORTH;
break;
case 1:
dir = WEST;
break;
case 3:
dir = SOUTH;
break;
case 4:
dir = EAST;
break;
}
g_game.internalCreatureSay(this, SPEAK_MONSTER_SAY, "Hicks!", isGhost());
}
It doesn't appear to have the drunk intensity levels as real Tibia does.
You'd have to create it yourself using lua functions, or edit your source to create the drunk intensity.