import { Abilities } from "../../abilities" ; import { Images } from "../../assets" ; import { Color } from "../../body/color" ; import { Entity , ICombatEncounter , ICombatOrder , TargetStrategy } from "../../entity" ; import { Text } from "../../text" ; export class LaylaMob extends Entity { constructor ( ) { super ( ) ; this . name = "Creature" ; this . monsterName = "the creature" ; this . MonsterName = "The creature" ; this . avatar . combat = Images . layla_f ; this . maxHp . base = 1000 ; this . maxSp . base = 200 ; this . maxLust . base = 350 ; this . strength . base = 20 ; this . stamina . base = 22 ; this . dexterity . base = 30 ; this . intelligence . base = 32 ; this . spirit . base = 40 ; this . libido . base = 34 ; this . charisma . base = 25 ; this . level = 12 ; this . sexlevel = 1 ; this . body . DefHerm ( ) ; this . FirstBreastRow ( ) . size . base = 12.5 ; this . Butt ( ) . buttSize . base = 5 ; this . SetSkinColor ( Color . blue ) ; this . SetHairColor ( Color . black ) ; this . SetEyeColor ( Color . red ) ; this . SetLevelBonus ( ) ; this . RestFull ( ) ; } public Act ( encounter , activeChar ) { Text . Add ( this . MonsterName + " acts! Rawr!" ) ; Text . NL ( ) ; Text . Flush ( ) ; const t = this . GetSingleTarget ( encounter , activeChar , TargetStrategy . LowAbsHp ) ; const parseVars = { name : this . name , hisher : this . hisher ( ) , tName : t . name , } ; const choice = Math . random ( ) ; if ( choice < 0.6 ) { Abilities . Attack . Use ( encounter , this , t ) ; } else if ( choice < 0.8 && Abilities . Physical . Bash . enabledCondition ( encounter , this ) ) { Abilities . Physical . Bash . Use ( encounter , this , t ) ; } } }