#W# Grouped Mobs based on Clan.

This commit is contained in:
WarrentyExpired 2026-07-12 13:50:06 -04:00
parent 84f48a0512
commit 38b91de7ba
81 changed files with 0 additions and 0 deletions

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a balron corpse" )]
public class Balron : BaseCreature
{
[Constructable]
public Balron () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "balron" );
Body = Utility.RandomList( 90, 113 );
BaseSoundID = 357;
Clan = Clan.Demonic;
SetStr( 986, 1185 );
SetDex( 177, 255 );
SetInt( 151, 250 );
SetHits( 592, 711 );
SetDamage( 22, 29 );
SetSkill( SkillName.Concentration, 90.1, 100.0 );
SetSkill( SkillName.Magery, 95.5, 100.0 );
SetSkill( SkillName.Meditation, 25.1, 50.0 );
SetSkill( SkillName.MagicResist, 100.5, 150.0 );
SetSkill( SkillName.Tactics, 90.1, 100.0 );
SetSkill( SkillName.HandToHand, 90.1, 100.0 );
Fame = 24000;
Karma = -24000;
VirtualArmor = 90;
if ( Body == 90 )
PackItem( new Longsword() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 2 );
AddLoot( LootPack.Rich );
AddLoot( LootPack.HighScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Deadly; } }
public override int Meat{ get{ return 1; } }
public Balron( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a daemon corpse" )]
public class Daemon : BaseCreature
{
public override double DispelDifficulty{ get{ return 125.0; } }
public override double DispelFocus{ get{ return 45.0; } }
[Constructable]
public Daemon () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "daemon" );
HiddenTitle = "the daemon";
Body = Utility.RandomList( 9, 10 );
BaseSoundID = 357;
Clan = Clan.Demonic;
SetStr( 476, 505 );
SetDex( 76, 95 );
SetInt( 301, 325 );
SetHits( 286, 303 );
SetDamage( 7, 14 );
SetSkill( SkillName.Concentration, 70.1, 80.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.MagicResist, 85.1, 95.0 );
SetSkill( SkillName.Tactics, 70.1, 80.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 58;
ControlSlots = 5;
if ( Body == 10 )
PackItem( new Longsword() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Average, 2 );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Regular; } }
public override int Meat{ get{ return 1; } }
public Daemon( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a demon corpse" )]
public class DemonClaw : BaseCreature
{
public override double DispelDifficulty{ get{ return 125.0; } }
public override double DispelFocus{ get{ return 45.0; } }
[Constructable]
public DemonClaw () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a demon claw";
Body = 190;
BaseSoundID = 357;
Clan = Clan.Demonic;
SetStr( 476, 505 );
SetDex( 76, 95 );
SetInt( 301, 325 );
SetHits( 286, 303 );
SetDamage( 7, 14 );
SetSkill( SkillName.MagicResist, 85.1, 95.0 );
SetSkill( SkillName.Tactics, 70.1, 80.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 11000;
Karma = -11000;
VirtualArmor = 50;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Average, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Regular; } }
public override int Meat{ get{ return 1; } }
public DemonClaw( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a demoness corpse" )]
public class Demoness : BaseCreature
{
public override double DispelDifficulty{ get{ return 125.0; } }
public override double DispelFocus{ get{ return 45.0; } }
[Constructable]
public Demoness () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a demoness";
Body = 154;
BaseSoundID = 0x4B0;
Clan = Clan.Demonic;
SetStr( 476, 505 );
SetDex( 76, 95 );
SetInt( 301, 325 );
SetHits( 286, 303 );
SetDamage( 7, 14 );
SetSkill( SkillName.MagicResist, 85.1, 95.0 );
SetSkill( SkillName.Tactics, 70.1, 80.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 11000;
Karma = -11000;
VirtualArmor = 50;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Average, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Regular; } }
public override int Meat{ get{ return 1; } }
public Demoness( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a ghostly corpse" )]
public class DemonicSpirit : BaseCreature
{
[Constructable]
public DemonicSpirit () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a demonic spirit";
Body = 285;
BaseSoundID = 0x482;
Clan = Clan.Demonic;
SetStr( 276, 305 );
SetDex( 46, 65 );
SetInt( 201, 225 );
AnimationMod = 1;
SetHits( 186, 203 );
SetDamage( 4, 10 );
SetSkill( SkillName.Concentration, 70.1, 80.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.MagicResist, 85.1, 95.0 );
SetSkill( SkillName.Tactics, 70.1, 80.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 9000;
Karma = -9000;
VirtualArmor = 40;
PackReg( 17, 24 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Average, 1 );
AddLoot( LootPack.MedScrolls, 1 );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public DemonicSpirit( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a devil corpse" )]
public class Deviless : BaseCreature
{
public override double DispelDifficulty{ get{ return 125.0; } }
public override double DispelFocus{ get{ return 45.0; } }
[Constructable]
public Deviless () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "daemoness" );
HiddenTitle = "the deviless";
Body = 135;
BaseSoundID = 0x53B;
Clan = Clan.Demonic;
SetStr( 476, 505 );
SetDex( 76, 95 );
SetInt( 301, 325 );
SetHits( 286, 303 );
SetDamage( 7, 14 );
SetSkill( SkillName.Concentration, 70.1, 80.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.MagicResist, 85.1, 95.0 );
SetSkill( SkillName.Tactics, 70.1, 80.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 58;
PackItem( new Whip() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Average, 2 );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Regular; } }
public override int Meat{ get{ return 1; } }
public Deviless( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "an imp corpse" )]
public class FireImp : BaseCreature
{
[Constructable]
public FireImp() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "imp" );
HiddenTitle = "the fire imp";
Body = 258;
BaseSoundID = 422;
AnimationMod = 1;
Hue = 1188;
Clan = Clan.Demonic;
SetStr( 111, 165 );
SetDex( 61, 80 );
SetInt( 136, 155 );
SetHits( 105, 120 );
SetDamage( 15, 20 );
SetSkill( SkillName.Concentration, 60.1, 84.0 );
SetSkill( SkillName.Magery, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 90.1, 100.0 );
SetSkill( SkillName.Tactics, 60.1, 84.0 );
SetSkill( SkillName.HandToHand, 60.1, 84.0 );
Fame = 3500;
Karma = -3500;
VirtualArmor = 40;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Meager );
AddLoot( LootPack.MedScrolls, 2 );
}
public override int Meat{ get{ return 1; } }
public override int Hides{ get{ return 6; } }
public FireImp( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a devilish corpse" )]
public class HornedDevil : BaseCreature
{
public override double DispelDifficulty{ get{ return 125.0; } }
public override double DispelFocus{ get{ return 45.0; } }
[Constructable]
public HornedDevil() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "daemon" );
HiddenTitle = "the horned devil";
Body = 188;
BaseSoundID = 357;
AnimationMod = 5;
Clan = Clan.Demonic;
SetStr( 476, 505 );
SetDex( 76, 95 );
SetInt( 301, 325 );
SetHits( 286, 303 );
SetDamage( 7, 14 );
SetSkill( SkillName.Concentration, 70.1, 80.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.MagicResist, 85.1, 95.0 );
SetSkill( SkillName.Tactics, 70.1, 80.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 58;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Average, 2 );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Regular; } }
public override int Meat{ get{ return 1; } }
public HornedDevil( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a devilish corpse" )]
public class IceDevil : BaseCreature
{
public override double DispelDifficulty{ get{ return 125.0; } }
public override double DispelFocus{ get{ return 45.0; } }
[Constructable]
public IceDevil () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "daemon" );
HiddenTitle = "the ice devil";
Body = 187;
BaseSoundID = 357;
Clan = Clan.Demonic;
SetStr( 714, 758 );
SetDex( 114, 143 );
SetInt( 452, 488 );
SetHits( 429, 455 );
SetDamage( 11, 21 );
SetSkill( SkillName.Concentration, 105.2, 120.0 );
SetSkill( SkillName.Magery, 105.2, 120.0 );
SetSkill( SkillName.MagicResist, 127.7, 142.5 );
SetSkill( SkillName.Tactics, 105.2, 120.0 );
SetSkill( SkillName.HandToHand, 90.2, 120.0 );
Fame = 22500;
Karma = -22500;
VirtualArmor = 85;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.Rich, 2 );
AddLoot( LootPack.MedScrolls );
AddLoot( LootPack.HighScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Greater; } }
public override int Meat{ get{ return 2; } }
public IceDevil( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "an ice fiend corpse" )]
public class IceFiend : BaseCreature
{
[Constructable]
public IceFiend () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "an ice fiend";
Body = 114;
BaseSoundID = 357;
Clan = Clan.Demonic;
SetStr( 376, 405 );
SetDex( 176, 195 );
SetInt( 201, 225 );
SetHits( 226, 243 );
SetDamage( 8, 19 );
SetSkill( SkillName.Concentration, 80.1, 90.0 );
SetSkill( SkillName.Magery, 80.1, 90.0 );
SetSkill( SkillName.MagicResist, 75.1, 85.0 );
SetSkill( SkillName.Tactics, 80.1, 90.0 );
SetSkill( SkillName.HandToHand, 80.1, 100.0 );
Fame = 18000;
Karma = -18000;
VirtualArmor = 60;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.Average );
AddLoot( LootPack.MedScrolls, 2 );
}
public override int Meat{ get{ return 1; } }
public IceFiend( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "an imp corpse" )]
public class IceImp : BaseCreature
{
[Constructable]
public IceImp() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "imp" );
HiddenTitle = "the ice imp";
Body = 258;
BaseSoundID = 422;
AnimationMod = 1;
Hue = 1079;
Clan = Clan.Demonic;
SetStr( 111, 165 );
SetDex( 61, 80 );
SetInt( 136, 155 );
SetHits( 105, 120 );
SetDamage( 15, 20 );
SetSkill( SkillName.Concentration, 60.1, 84.0 );
SetSkill( SkillName.Magery, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 90.1, 100.0 );
SetSkill( SkillName.Tactics, 60.1, 84.0 );
SetSkill( SkillName.HandToHand, 60.1, 84.0 );
Fame = 3500;
Karma = -3500;
VirtualArmor = 40;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Meager );
AddLoot( LootPack.MedScrolls, 2 );
}
public override int Meat{ get{ return 1; } }
public override int Hides{ get{ return 6; } }
public IceImp( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "an imp corpse" )]
public class Imp : BaseCreature
{
[Constructable]
public Imp() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "imp" );
HiddenTitle = "the imp";
Body = 62;
BaseSoundID = 422;
Clan = Clan.Demonic;
SetStr( 91, 115 );
SetDex( 61, 80 );
SetInt( 86, 105 );
SetHits( 55, 70 );
SetDamage( 10, 14 );
SetSkill( SkillName.Concentration, 20.1, 30.0 );
SetSkill( SkillName.Magery, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 30.1, 50.0 );
SetSkill( SkillName.Tactics, 42.1, 50.0 );
SetSkill( SkillName.HandToHand, 40.1, 44.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 30;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
AddLoot( LootPack.MedScrolls, 2 );
}
public override int Meat{ get{ return 1; } }
public override int Hides{ get{ return 6; } }
public Imp( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Misc;
namespace Server.Mobiles
{
[CorpseName( "a devilish corpse" )]
public class Minion : BaseCreature
{
[Constructable]
public Minion() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a minion";
Body = 340;
BaseSoundID = 0x45A;
Clan = Clan.Demonic;
SetStr( 96, 120 );
SetDex( 81, 105 );
SetInt( 36, 60 );
SetHits( 58, 72 );
SetDamage( 5, 7 );
SetSkill( SkillName.MagicResist, 50.1, 75.0 );
SetSkill( SkillName.Tactics, 55.1, 80.0 );
SetSkill( SkillName.HandToHand, 50.1, 70.0 );
Fame = 1500;
Karma = -1500;
VirtualArmor = 28;
PackItem( new Mace() );
PackItem( new Torch() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public Minion( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a devilish corpse" )]
public class MinionWarrior : BaseCreature
{
[Constructable]
public MinionWarrior() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a minion warrior";
Body = 338;
BaseSoundID = 0x45A;
Clan = Clan.Demonic;
SetStr( 111, 145 );
SetDex( 101, 135 );
SetInt( 86, 110 );
SetHits( 67, 87 );
SetDamage( 5, 15 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 70.1, 95.0 );
SetSkill( SkillName.Tactics, 85.1, 100.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 34;
PackItem( new Scimitar() );
PackItem( new Buckler() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public MinionWarrior( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Misc;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a devilish corpse" )]
public class MinionWizard : BaseCreature
{
[Constructable]
public MinionWizard () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a minion wizard";
Body = 339;
BaseSoundID = 0x45A;
Clan = Clan.Demonic;
SetStr( 116, 150 );
SetDex( 91, 115 );
SetInt( 161, 185 );
SetHits( 70, 90 );
SetDamage( 4, 14 );
SetSkill( SkillName.Concentration, 60.1, 72.5 );
SetSkill( SkillName.Magery, 60.1, 72.5 );
SetSkill( SkillName.MagicResist, 60.1, 75.0 );
SetSkill( SkillName.Tactics, 50.1, 65.0 );
SetSkill( SkillName.HandToHand, 40.1, 50.0 );
Fame = 3000;
Karma = -3000;
VirtualArmor = 30;
PackReg( 6 );
PackItem( new Dagger() );
PackItem( new BlackStaff() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.LowScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public MinionWizard( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a devilish corpse" )]
public class SeaDevil : BaseCreature
{
public override double DispelDifficulty{ get{ return 125.0; } }
public override double DispelFocus{ get{ return 45.0; } }
[Constructable]
public SeaDevil () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "daemon" );
HiddenTitle = "the sea devil";
Body = 303;
BaseSoundID = 357;
Clan = Clan.Demonic;
CanSwim = true;
SetStr( 714, 758 );
SetDex( 114, 143 );
SetInt( 452, 488 );
SetHits( 429, 455 );
SetDamage( 11, 21 );
SetSkill( SkillName.Concentration, 105.2, 120.0 );
SetSkill( SkillName.Magery, 105.2, 120.0 );
SetSkill( SkillName.MagicResist, 127.7, 142.5 );
SetSkill( SkillName.Tactics, 105.2, 120.0 );
SetSkill( SkillName.HandToHand, 90.2, 120.0 );
Fame = 22500;
Karma = -22500;
VirtualArmor = 85;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.Rich, 2 );
AddLoot( LootPack.MedScrolls );
AddLoot( LootPack.HighScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Greater; } }
public override int Meat{ get{ return 2; } }
public SeaDevil( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a demon corpse" )]
public class ShadowDemon : BaseCreature
{
public override double DispelDifficulty{ get{ return 95.0; } }
public override double DispelFocus{ get{ return 50.0; } }
[Constructable]
public ShadowDemon () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a shadow demon";
Body = 120;
AnimationMod = 3;
BaseSoundID = 0x2B8;
Clan = Clan.Demonic;
SetStr( 276, 305 );
SetDex( 46, 65 );
SetInt( 201, 225 );
SetHits( 186, 203 );
SetDamage( 4, 10 );
SetSkill( SkillName.Concentration, 70.1, 80.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.MagicResist, 85.1, 95.0 );
SetSkill( SkillName.Tactics, 70.1, 80.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 9000;
Karma = -9000;
VirtualArmor = 40;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Average, 1 );
AddLoot( LootPack.MedScrolls, 1 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override bool BleedImmune{ get{ return true; } }
public ShadowDemon( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a succubus corpse" )]
public class Succubus : BaseCreature
{
[Constructable]
public Succubus () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a succubus";
Body = 78;
BaseSoundID = 0x4B0;
Clan = Clan.Demonic;
SetStr( 388, 420 );
SetDex( 121, 170 );
SetInt( 298, 457 );
SetHits( 212, 253 );
SetDamage( 12, 20 );
SetSkill( SkillName.Concentration, 90.1, 100.0 );
SetSkill( SkillName.Magery, 99.1, 100.0 );
SetSkill( SkillName.Meditation, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 100.5, 150.0 );
SetSkill( SkillName.Tactics, 80.1, 90.0 );
SetSkill( SkillName.HandToHand, 80.1, 90.0 );
Fame = 16000;
Karma = -16000;
VirtualArmor = 50;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich, 2 );
AddLoot( LootPack.MedScrolls, 2 );
}
public override int Meat{ get{ return 1; } }
public void DrainLife()
{
ArrayList list = new ArrayList();
foreach ( Mobile m in this.GetMobilesInRange( 2 ) )
{
if ( m == this || !CanBeHarmful( m ) )
continue;
if ( m is BaseCreature && (((BaseCreature)m).Controlled || ((BaseCreature)m).Summoned || ((BaseCreature)m).Team != this.Team) )
list.Add( m );
else if ( m.Player )
list.Add( m );
}
foreach ( Mobile m in list )
{
DoHarmful( m );
m.FixedParticles( 0x374A, 10, 15, 5013, 0x496, 0, EffectLayer.Waist );
m.PlaySound( 0x231 );
m.SendMessage( "You feel the life drain out of you!" );
int toDrain = Utility.RandomMinMax( 5, 20 );
Hits += toDrain;
m.Damage( toDrain, this );
}
}
public override void OnGaveMeleeAttack( Mobile defender )
{
base.OnGaveMeleeAttack( defender );
if ( 0.1 >= Utility.RandomDouble() )
DrainLife();
}
public override void OnGotMeleeAttack( Mobile attacker )
{
base.OnGotMeleeAttack( attacker );
if ( 0.1 >= Utility.RandomDouble() )
DrainLife();
}
public Succubus( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a succubus corpse" )]
public class SuccubusQueen : BaseCreature
{
[Constructable]
public SuccubusQueen () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "daemoness" );
HiddenTitle = "the succubus queen";
Body = 63;
BaseSoundID = 0x4B0;
Clan = Clan.Demonic;
SetStr( 488, 620 );
SetDex( 121, 170 );
SetInt( 498, 657 );
SetHits( 312, 353 );
SetDamage( 18, 28 );
SetSkill( SkillName.Concentration, 90.1, 100.0 );
SetSkill( SkillName.Magery, 99.1, 100.0 );
SetSkill( SkillName.Meditation, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 100.5, 150.0 );
SetSkill( SkillName.Tactics, 80.1, 90.0 );
SetSkill( SkillName.HandToHand, 80.1, 90.0 );
Fame = 24000;
Karma = -24000;
VirtualArmor = 80;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 2 );
AddLoot( LootPack.HighScrolls, 2 );
}
public override int Meat{ get{ return 1; } }
public void DrainLife()
{
ArrayList list = new ArrayList();
foreach ( Mobile m in this.GetMobilesInRange( 2 ) )
{
if ( m == this || !CanBeHarmful( m ) )
continue;
if ( m is BaseCreature && (((BaseCreature)m).Controlled || ((BaseCreature)m).Summoned || ((BaseCreature)m).Team != this.Team) )
list.Add( m );
else if ( m.Player )
list.Add( m );
}
foreach ( Mobile m in list )
{
DoHarmful( m );
m.FixedParticles( 0x374A, 10, 15, 5013, 0x496, 0, EffectLayer.Waist );
m.PlaySound( 0x231 );
m.SendMessage( "You feel the life drain out of you!" );
int toDrain = Utility.RandomMinMax( 10, 40 );
Hits += toDrain;
m.Damage( toDrain, this );
}
}
public override void OnGaveMeleeAttack( Mobile defender )
{
base.OnGaveMeleeAttack( defender );
if ( 0.1 >= Utility.RandomDouble() )
DrainLife();
}
public override void OnGotMeleeAttack( Mobile attacker )
{
base.OnGotMeleeAttack( attacker );
if ( 0.1 >= Utility.RandomDouble() )
DrainLife();
}
public SuccubusQueen( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "an evil corpse" )]
public class BlackKnight : BaseCreature
{
[Constructable]
public BlackKnight () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "villians" );
Clan = Clan.Humanoid;
switch ( Utility.Random( 6 ) )
{
case 0: Title = "the dark knight"; break;
case 1: Title = "the black knight"; break;
case 2: Title = "the evil knight"; break;
case 3: Title = "the vile champion"; break;
case 4: Title = "the knight of evil"; break;
case 5: Title = "the knight of darkness"; break;
}
Body = Utility.RandomList( 191, 199, 304 );
if ( Body == 191 )
AnimationMod = 4;
BaseSoundID = 0x47D;
SetStr( 767, 945 );
SetDex( 66, 75 );
SetInt( 46, 70 );
SetHits( 476, 552 );
SetDamage( 20, 25 );
SetSkill( SkillName.MagicResist, 125.1, 140.0 );
SetSkill( SkillName.Tactics, 90.1, 100.0 );
SetSkill( SkillName.HandToHand, 90.1, 100.0 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 50;
PackItem( new Longsword() );
switch ( Utility.Random( 6 ) )
{
case 0: PackItem( new PlateGorget() ); break;
case 1: PackItem( new PlateChest() ); break;
case 2: PackItem( new PlateLegs() ); break;
case 3: PackItem( new PlateArms() ); break;
case 4: PackItem( new PlateGloves() ); break;
case 5: PackItem( new NorseHelm() ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Rich, 2 );
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.MedPotions, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 2; } }
public BlackKnight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.ContextMenus;
using Server.Misc;
using Server.Network;
namespace Server.Mobiles
{
public class Brigand : BaseCreature
{
public override bool ClickTitle{ get{ return false; } }
public override bool ShowFameTitle{ get{ return false; } }
[Constructable]
public Brigand() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
SpeechHue = Utility.RandomSpeechHue();
Hue = Utility.RandomSkinHue();
Clan = Clan.Humanoid;
Title = "the brigand";
switch ( Utility.Random( 4 ))
{
case 0: Title = "the brigand"; break;
case 1: Title = "the bandit"; break;
case 2: Title = "the outlaw"; break;
case 3: Title = "the robber"; break;
}
int hair = Utility.RandomHairHue();
if ( this.Female = Utility.RandomBool() )
{
Body = 0x191;
Name = NameList.RandomName( "female" );
}
else
{
Body = 0x190;
Name = NameList.RandomName( "male" );
if ( Utility.RandomBool() ){ Utility.AssignRandomFacialHair( this, hair ); }
}
Utility.AssignRandomHair( this, hair );
SetStr( 86, 100 );
SetDex( 81, 95 );
SetInt( 61, 75 );
SetDamage( 10, 23 );
SetSkill( SkillName.Fencing, 66.0, 97.5 );
SetSkill( SkillName.Bludgeoning, 65.0, 87.5 );
SetSkill( SkillName.MagicResist, 25.0, 47.5 );
SetSkill( SkillName.Swords, 65.0, 87.5 );
SetSkill( SkillName.Tactics, 65.0, 87.5 );
SetSkill( SkillName.HandToHand, 15.0, 37.5 );
Fame = 1000;
Karma = -1000;
Server.Misc.CitizenDressing.CitizenDress( this, 4 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
}
public Brigand( Serial serial ) : base( serial )
{
}
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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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a caveman corpse" )]
public class Caveman : BaseCreature
{
[Constructable]
public Caveman () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a caveman";
Body = Utility.RandomList( 320, 25 );
BaseSoundID = 0x59D;
Clan = Clan.Humanoid;
SetStr( 166, 195 );
SetDex( 46, 65 );
SetInt( 46, 70 );
SetHits( 100, 117 );
SetMana( 0 );
SetDamage( 9, 11 );
SetSkill( SkillName.MagicResist, 55.1, 70.0 );
SetSkill( SkillName.Tactics, 60.1, 70.0 );
SetSkill( SkillName.HandToHand, 70.1, 80.0 );
Fame = 3000;
Karma = -3000;
VirtualArmor = 32;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Poor );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 2; } }
public Caveman( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Misc;
namespace Server.Mobiles
{
[CorpseName( "a dwarven corpse" )]
public class Dwarf : BaseCreature
{
[Constructable]
public Dwarf() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "dwarf" );
HiddenTitle = "the dwarf";
Body = 288;
BaseSoundID = 0x5FB;
Clan = Clan.Humanoid;
SetStr( 96, 120 );
SetDex( 81, 105 );
SetInt( 36, 60 );
SetHits( 58, 72 );
SetDamage( 5, 7 );
SetSkill( SkillName.MagicResist, 50.1, 75.0 );
SetSkill( SkillName.Tactics, 55.1, 80.0 );
SetSkill( SkillName.HandToHand, 50.1, 70.0 );
Fame = 1500;
Karma = -1500;
VirtualArmor = 28;
switch ( Utility.Random( 6 ) )
{
case 0: PackItem( new StuddedGorget() ); break;
case 1: PackItem( new StuddedChest() ); break;
case 2: PackItem( new StuddedLegs() ); break;
case 3: PackItem( new StuddedArms() ); break;
case 4: PackItem( new StuddedGloves() ); break;
case 5: PackItem( new Helmet() ); break;
}
PackItem( new Axe() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public override int GetIdleSound()
{
return Utility.RandomList( 0x41D, 0x41F, 0x420, 0x42E, 0x442, 0x444, 0x448 );
}
public Dwarf( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a dwarven corpse" )]
public class DwarfKnight : BaseCreature
{
[Constructable]
public DwarfKnight() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "dwarf" );
HiddenTitle = "the dwarven knight";
Body = 286;
BaseSoundID = 0x5FB;
Clan = Clan.Humanoid;
SetStr( 147, 215 );
SetDex( 91, 115 );
SetInt( 61, 85 );
SetHits( 95, 123 );
SetDamage( 4, 14 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 60.1, 85.0 );
SetSkill( SkillName.Tactics, 75.1, 90.0 );
SetSkill( SkillName.HandToHand, 60.1, 85.0 );
Fame = 2500;
Karma = -2500;
switch ( Utility.Random( 6 ) )
{
case 0: PackItem( new PlateGorget() ); break;
case 1: PackItem( new PlateChest() ); break;
case 2: PackItem( new PlateLegs() ); break;
case 3: PackItem( new PlateArms() ); break;
case 4: PackItem( new PlateGloves() ); break;
case 5: PackItem( new NorseHelm() ); break;
}
PackItem( new DoubleAxe() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
AddLoot( LootPack.Average );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public override int GetIdleSound()
{
return Utility.RandomList( 0x41D, 0x41F, 0x420, 0x42E, 0x442, 0x444, 0x448 );
}
public DwarfKnight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a dwarven corpse" )]
public class DwarfWarrior : BaseCreature
{
[Constructable]
public DwarfWarrior() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "dwarf" );
HiddenTitle = "the dwarven warrior";
Body = 287;
BaseSoundID = 0x5FB;
Clan = Clan.Humanoid;
SetStr( 111, 145 );
SetDex( 101, 135 );
SetInt( 86, 110 );
SetHits( 67, 87 );
SetDamage( 5, 15 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 70.1, 95.0 );
SetSkill( SkillName.Tactics, 85.1, 100.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 34;
switch ( Utility.Random( 5 ) )
{
case 0: PackItem( new RingmailChest() ); break;
case 1: PackItem( new RingmailLegs() ); break;
case 2: PackItem( new RingmailArms() ); break;
case 3: PackItem( new RingmailGloves() ); break;
case 4: PackItem( new CloseHelm() ); break;
}
PackItem( new BattleAxe() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public override int GetIdleSound()
{
return Utility.RandomList( 0x41D, 0x41F, 0x420, 0x42E, 0x442, 0x444, 0x448 );
}
public DwarfWarrior( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.ContextMenus;
using Server.Misc;
using Server.Network;
namespace Server.Mobiles
{
public class Executioner : BaseCreature
{
[Constructable]
public Executioner() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
SpeechHue = Utility.RandomSpeechHue();
Title = "the executioner";
Hue = Utility.RandomSkinHue();
Clan = Clan.Humanoid;
if ( this.Female = Utility.RandomBool() )
{
this.Body = 0x191;
this.Name = NameList.RandomName( "female" );
}
else
{
this.Body = 0x190;
this.Name = NameList.RandomName( "male" );
}
SetStr( 386, 400 );
SetDex( 151, 165 );
SetInt( 161, 175 );
SetDamage( 8, 10 );
SetSkill( SkillName.Fencing, 46.0, 77.5 );
SetSkill( SkillName.Bludgeoning, 35.0, 57.5 );
SetSkill( SkillName.Poisoning, 60.0, 82.5 );
SetSkill( SkillName.MagicResist, 83.5, 92.5 );
SetSkill( SkillName.Swords, 125.0 );
SetSkill( SkillName.Tactics, 125.0 );
Fame = 5000;
Karma = -5000;
VirtualArmor = 40;
AddItem( new ThighBoots() );
AddItem( new LongPants() );
AddItem( new FancyShirt( Utility.RandomDarkHue() ) );
AddItem( new Hood( Utility.RandomDarkHue() ) );
AddItem( new GreatAxe());
if ( Utility.RandomBool() )
AddItem( new Cloak( Utility.RandomDarkHue() ) );
Utility.AssignRandomHair( this );
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.Meager );
}
public override bool ClickTitle{ get{ return false; } }
public override bool ShowFameTitle{ get{ return false; } }
public Executioner( Serial serial ) : base( serial )
{
}
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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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Misc;
namespace Server.Mobiles
{
[CorpseName( "a goblin corpse" )]
public class Goblin : BaseCreature
{
[Constructable]
public Goblin() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a goblin";
Body = 242;
BaseSoundID = 0x5DA;
Clan = Clan.Humanoid;
SetStr( 55, 66 );
SetDex( 25, 36 );
SetInt( 10, 20 );
SetHits( 45, 58 );
SetDamage( 3, 9 );
SetSkill( SkillName.MagicResist, 50.1, 75.0 );
SetSkill( SkillName.Tactics, 55.1, 80.0 );
SetSkill( SkillName.HandToHand, 50.1, 70.0 );
Fame = 600;
Karma = -600;
VirtualArmor = 16;
PackItem( new Buckler() );
PackItem( new Hatchet() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Poor );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public Goblin( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Misc;
namespace Server.Mobiles
{
[CorpseName( "a goblin corpse" )]
public class GoblinArcher : BaseCreature
{
[Constructable]
public GoblinArcher() : base( AIType.AI_Archer, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a goblin archer";
Body = 243;
BaseSoundID = 0x5DA;
Clan = Clan.Humanoid;
SetStr( 56, 80 );
SetDex( 101, 130 );
SetInt( 16, 40 );
SetHits( 34, 48 );
SetDamage( 3, 7 );
SetSkill( SkillName.MagicResist, 50.1, 75.0 );
SetSkill( SkillName.Tactics, 55.1, 80.0 );
SetSkill( SkillName.HandToHand, 50.1, 70.0 );
SetSkill( SkillName.Archery, 50.1, 70.0 );
Fame = 620;
Karma = -620;
VirtualArmor = 12;
AddItem( new Bow() );
PackItem( new Arrow( Utility.RandomMinMax( 5, 15 ) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Poor );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public GoblinArcher( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Misc;
namespace Server.Mobiles
{
[CorpseName( "a goblin corpse" )]
public class GoblinWarrior : BaseCreature
{
[Constructable]
public GoblinWarrior() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "goblin" );
HiddenTitle = "the hobgoblin warrior";
Body = 294;
BaseSoundID = 0x5DA;
Clan = Clan.Humanoid;
SetStr( 85, 96 );
SetDex( 45, 56 );
SetInt( 18, 28 );
SetHits( 65, 88 );
SetDamage( 5, 14 );
SetSkill( SkillName.MagicResist, 60.1, 85.0 );
SetSkill( SkillName.Tactics, 65.1, 90.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 900;
Karma = -900;
VirtualArmor = 26;
PackItem( new Buckler() );
PackItem( new Scimitar() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public GoblinWarrior( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a hobgoblin corpse" )]
public class Hobgoblin : BaseCreature
{
[Constructable]
public Hobgoblin() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "goblin" );
HiddenTitle = "the hobgoblin";
Body = 196;
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 111, 145 );
SetDex( 101, 135 );
SetInt( 86, 110 );
SetHits( 67, 87 );
SetDamage( 5, 15 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 70.1, 95.0 );
SetSkill( SkillName.Tactics, 85.1, 100.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 34;
switch ( Utility.Random( 7 ) )
{
case 0: PackItem( new Arrow() ); break;
case 1: PackItem( new Lockpick() ); break;
case 2: PackItem( new Shaft() ); break;
case 3: PackItem( new Ribs() ); break;
case 4: PackItem( new Bandage() ); break;
case 5: PackItem( new BeverageBottle( BeverageType.Wine ) ); break;
case 6: PackItem( new Jug( BeverageType.Cider ) ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public Hobgoblin( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a hobgoblin corpse" )]
public class HobgoblinArcher : BaseCreature
{
[Constructable]
public HobgoblinArcher() : base( AIType.AI_Archer, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "goblin" );
HiddenTitle = "the hobgoblin archer";
Body = 300;
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 146, 180 );
SetDex( 101, 130 );
SetInt( 116, 140 );
SetHits( 88, 108 );
SetDamage( 4, 10 );
SetSkill( SkillName.Archery, 80.1, 90.0 );
SetSkill( SkillName.MagicResist, 65.1, 90.0 );
SetSkill( SkillName.Tactics, 50.1, 75.0 );
SetSkill( SkillName.HandToHand, 50.1, 75.0 );
Fame = 6500;
Karma = -6500;
VirtualArmor = 56;
AddItem( new Bow() );
PackItem( new Arrow( Utility.RandomMinMax( 50, 70 ) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Hides{ get{ return 8; } }
public HobgoblinArcher( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if ( Body == 42 )
{
Body = 0x8E;
Hue = 0;
}
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a hobgoblin corpse" )]
public class HobgoblinChief : BaseCreature
{
[Constructable]
public HobgoblinChief() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "goblin" );
HiddenTitle = "the hobgoblin chief";
Body = 342;
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 166, 195 );
SetDex( 46, 65 );
SetInt( 46, 70 );
SetHits( 100, 117 );
SetMana( 0 );
SetDamage( 9, 11 );
SetSkill( SkillName.MagicResist, 55.1, 70.0 );
SetSkill( SkillName.Tactics, 60.1, 70.0 );
SetSkill( SkillName.HandToHand, 70.1, 80.0 );
Fame = 3000;
Karma = -3000;
VirtualArmor = 32;
switch ( Utility.Random( 7 ) )
{
case 0: PackItem( new Arrow() ); break;
case 1: PackItem( new Lockpick() ); break;
case 2: PackItem( new Shaft() ); break;
case 3: PackItem( new Ribs() ); break;
case 4: PackItem( new Bandage() ); break;
case 5: PackItem( new BeverageBottle( BeverageType.Wine ) ); break;
case 6: PackItem( new Jug( BeverageType.Cider ) ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public HobgoblinChief( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Misc;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a hobgoblin corpse" )]
public class HobgoblinShaman : BaseCreature
{
[Constructable]
public HobgoblinShaman () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "goblin" );
HiddenTitle = "the hobgoblin shaman";
Body = 299;
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 116, 150 );
SetDex( 91, 115 );
SetInt( 161, 185 );
SetHits( 70, 90 );
SetDamage( 4, 14 );
SetSkill( SkillName.Concentration, 60.1, 72.5 );
SetSkill( SkillName.Magery, 60.1, 72.5 );
SetSkill( SkillName.MagicResist, 60.1, 75.0 );
SetSkill( SkillName.Tactics, 50.1, 65.0 );
SetSkill( SkillName.HandToHand, 40.1, 50.0 );
Fame = 3000;
Karma = -3000;
VirtualArmor = 30;
PackReg( 6 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.LowScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public HobgoblinShaman( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Misc;
namespace Server.Mobiles
{
[CorpseName( "an orcish corpse" )]
public class StandardOrc : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Orc; } }
[Constructable]
public StandardOrc() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "orc" );
HiddenTitle = "the orc";
Body = Utility.RandomList( 17, 41 );
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 96, 120 );
SetDex( 81, 105 );
SetInt( 36, 60 );
SetHits( 58, 72 );
SetDamage( 5, 7 );
SetSkill( SkillName.MagicResist, 50.1, 75.0 );
SetSkill( SkillName.Tactics, 55.1, 80.0 );
SetSkill( SkillName.HandToHand, 50.1, 70.0 );
Fame = 1500;
Karma = -1500;
VirtualArmor = 28;
switch ( Utility.Random( 20 ) )
{
case 0: PackItem( new Scimitar() ); break;
case 1: PackItem( new Katana() ); break;
case 2: PackItem( new WarMace() ); break;
case 3: PackItem( new WarHammer() ); break;
case 4: PackItem( new Kryss() ); break;
case 5: PackItem( new Pitchfork() ); break;
}
PackItem( new ThighBoots() );
switch ( Utility.Random( 3 ) )
{
case 0: PackItem( new Ribs() ); break;
case 1: PackItem( new Shaft() ); break;
case 2: PackItem( new Candle() ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public StandardOrc( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "an orcish corpse" )]
public class OrcCaptain : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Orc; } }
[Constructable]
public OrcCaptain() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "orc" );
HiddenTitle = "the orc chief";
Body = 7;
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 111, 145 );
SetDex( 101, 135 );
SetInt( 86, 110 );
SetHits( 67, 87 );
SetDamage( 5, 15 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 70.1, 95.0 );
SetSkill( SkillName.Tactics, 85.1, 100.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 34;
// TODO: Skull?
switch ( Utility.Random( 7 ) )
{
case 0: PackItem( new Arrow() ); break;
case 1: PackItem( new Lockpick() ); break;
case 2: PackItem( new Shaft() ); break;
case 3: PackItem( new Ribs() ); break;
case 4: PackItem( new Bandage() ); break;
case 5: PackItem( new BeverageBottle( BeverageType.Wine ) ); break;
case 6: PackItem( new Jug( BeverageType.Cider ) ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public OrcCaptain( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "an orcish corpse" )]
public class OrcishLord : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Orc; } }
[Constructable]
public OrcishLord() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "orc" );
HiddenTitle = "the orcish lord";
Body = 7;
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 147, 215 );
SetDex( 91, 115 );
SetInt( 61, 85 );
SetHits( 95, 123 );
SetDamage( 4, 14 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 60.1, 85.0 );
SetSkill( SkillName.Tactics, 75.1, 90.0 );
SetSkill( SkillName.HandToHand, 60.1, 85.0 );
Fame = 2500;
Karma = -2500;
switch ( Utility.Random( 5 ) )
{
case 0: PackItem( new Lockpick() ); break;
case 1: PackItem( new MortarPestle() ); break;
case 2: PackItem( new Bottle() ); break;
case 3: PackItem( new RawRibs() ); break;
case 4: PackItem( new Shovel() ); break;
}
PackItem( new RingmailChest() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
AddLoot( LootPack.Average );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public OrcishLord( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Misc;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a glowing orc corpse" )]
public class OrcishMage : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Orc; } }
[Constructable]
public OrcishMage () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "orc" );
HiddenTitle = "the orcish mage";
Body = 17;
BaseSoundID = 0x45A;
Clan = Clan.Humanoid;
SetStr( 116, 150 );
SetDex( 91, 115 );
SetInt( 161, 185 );
SetHits( 70, 90 );
SetDamage( 4, 14 );
SetSkill( SkillName.Concentration, 60.1, 72.5 );
SetSkill( SkillName.Magery, 60.1, 72.5 );
SetSkill( SkillName.MagicResist, 60.1, 75.0 );
SetSkill( SkillName.Tactics, 50.1, 65.0 );
SetSkill( SkillName.HandToHand, 40.1, 50.0 );
Fame = 3000;
Karma = -3000;
VirtualArmor = 30;
PackReg( 6 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.LowScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public OrcishMage( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.ContextMenus;
using Server.Misc;
using Server.Network;
namespace Server.Mobiles
{
public class Pirate : BaseCreature
{
[Constructable]
public Pirate() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
SpeechHue = Utility.RandomSpeechHue();
Hue = Utility.RandomSkinHue();
Clan = Clan.Humanoid;
Title = "the pirate";
switch ( Utility.Random( 4 ))
{
case 0: Title = "the pirate"; break;
case 1: Title = "the sailor"; break;
case 2: Title = "the privateer"; break;
case 3: Title = "the freebooter"; break;
}
int hair = Utility.RandomHairHue();
if ( this.Female = Utility.RandomBool() )
{
Body = 0x191;
Name = NameList.RandomName( "female" );
}
else
{
Body = 0x190;
Name = NameList.RandomName( "male" );
if ( Utility.RandomBool() ){ Utility.AssignRandomFacialHair( this, hair ); }
}
Utility.AssignRandomHair( this, hair );
SetStr( 96, 110 );
SetDex( 91, 105 );
SetInt( 71, 85 );
SetDamage( 10, 23 );
SetSkill( SkillName.Fencing, 76.0, 97.5 );
SetSkill( SkillName.Bludgeoning, 75.0, 87.5 );
SetSkill( SkillName.MagicResist, 35.0, 47.5 );
SetSkill( SkillName.Swords, 75.0, 87.5 );
SetSkill( SkillName.Tactics, 75.0, 87.5 );
SetSkill( SkillName.HandToHand, 25.0, 37.5 );
Fame = 1500;
Karma = -1500;
switch ( Utility.Random( 7 ))
{
case 0: AddItem( new Longsword() ); break;
case 1: AddItem( new Cutlass() ); break;
case 2: AddItem( new Scimitar() ); break;
case 3: AddItem( new Kryss() ); break;
case 4: AddItem( new Dagger() ); break;
case 5: AddItem( new Spear() ); break;
case 6: AddItem( new Rapier() ); break;
}
switch ( Utility.Random( 5 ) )
{
case 0: AddItem( new FancyShirt( Utility.RandomHue() ) ); break;
case 1: AddItem( new Doublet( Utility.RandomHue() ) ); break;
case 2: AddItem( new Shirt( Utility.RandomHue() ) ); break;
case 3: AddItem( new Tunic( Utility.RandomHue() ) ); break;
case 4: AddItem( new Surcoat( Utility.RandomHue() ) ); break;
}
if ( Female )
{
switch ( Utility.Random( 4 ) )
{
case 0: AddItem( new Skirt( Utility.RandomHue() ) ); break;
case 1: AddItem( new Kilt( Utility.RandomHue() ) ); break;
case 2: AddItem( new LongPants( Utility.RandomHue() ) ); break;
case 3: AddItem( new ShortPants( Utility.RandomHue() ) ); break;
}
}
else
{
switch ( Utility.Random( 3 ) )
{
case 0: AddItem( new LongPants( Utility.RandomHue() ) ); break;
case 1: AddItem( new ShortPants( Utility.RandomHue() ) ); break;
case 2: AddItem( new Kilt( Utility.RandomHue() ) ); break;
}
}
switch ( Utility.Random( 4 ) )
{
case 0: AddItem( new Shoes( Utility.RandomNeutralHue() ) ); break;
case 1: AddItem( new Boots( Utility.RandomNeutralHue() ) ); break;
case 2: AddItem( new Sandals( Utility.RandomNeutralHue() ) ); break;
case 3: AddItem( new ThighBoots( Utility.RandomNeutralHue() ) ); break;
}
switch ( Utility.Random( 4 ) )
{
case 0: AddItem( new SkullCap( Utility.RandomHue() ) ); break;
case 1: AddItem( new SkullCap( Utility.RandomHue() ) ); break;
case 2: AddItem( new SkullCap( Utility.RandomHue() ) ); break;
case 3: AddItem( new Bandana( Utility.RandomHue() ) ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
}
public override bool ClickTitle{ get{ return false; } }
public override bool ShowFameTitle{ get{ return false; } }
public Pirate( Serial serial ) : base( serial )
{
}
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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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a ratman's corpse" )]
public class Ratman : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Ratman; } }
[Constructable]
public Ratman() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "ratman" );
HiddenTitle = "the ratman";
Body = Utility.RandomList( 42, 44, 45 );
BaseSoundID = 437;
Clan = Clan.Humanoid;
SetStr( 96, 120 );
SetDex( 81, 100 );
SetInt( 36, 60 );
SetHits( 58, 72 );
SetDamage( 4, 5 );
SetSkill( SkillName.MagicResist, 35.1, 60.0 );
SetSkill( SkillName.Tactics, 50.1, 75.0 );
SetSkill( SkillName.HandToHand, 50.1, 75.0 );
Fame = 1500;
Karma = -1500;
VirtualArmor = 28;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Hides{ get{ return 8; } }
public Ratman( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a ratman archer corpse" )]
public class RatmanArcher : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Ratman; } }
[Constructable]
public RatmanArcher() : base( AIType.AI_Archer, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "ratman" );
HiddenTitle = "the ratman archer";
Body = 42;
BaseSoundID = 437;
Clan = Clan.Humanoid;
SetStr( 146, 180 );
SetDex( 101, 130 );
SetInt( 116, 140 );
SetHits( 88, 108 );
SetDamage( 4, 10 );
SetSkill( SkillName.Archery, 80.1, 90.0 );
SetSkill( SkillName.MagicResist, 65.1, 90.0 );
SetSkill( SkillName.Tactics, 50.1, 75.0 );
SetSkill( SkillName.HandToHand, 50.1, 75.0 );
Fame = 6500;
Karma = -6500;
VirtualArmor = 56;
AddItem( new Bow() );
PackItem( new Arrow( Utility.RandomMinMax( 50, 70 ) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Hides{ get{ return 8; } }
public RatmanArcher( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if ( Body == 42 )
{
Body = 0x8E;
Hue = 0;
}
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a glowing ratman corpse" )]
public class RatmanMage : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Ratman; } }
[Constructable]
public RatmanMage() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "ratman" );
HiddenTitle = "the ratman mage";
Body = 42;
BaseSoundID = 437;
Clan = Clan.Humanoid;
SetStr( 146, 180 );
SetDex( 101, 130 );
SetInt( 186, 210 );
SetHits( 88, 108 );
SetDamage( 7, 14 );
SetSkill( SkillName.Concentration, 70.1, 80.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.MagicResist, 65.1, 90.0 );
SetSkill( SkillName.Tactics, 50.1, 75.0 );
SetSkill( SkillName.HandToHand, 50.1, 75.0 );
Fame = 7500;
Karma = -7500;
VirtualArmor = 44;
PackReg( 6 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.LowScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public override int Hides{ get{ return 8; } }
public RatmanMage( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
if ( Body == 42 )
{
Body = 0x8F;
Hue = 0;
}
}
}
}

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using System;
using Server;
using Server.Misc;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a savage corpse" )]
public class Savage : BaseCreature
{
[Constructable]
public Savage() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "savage" );
HiddenTitle = "the savage";
Hue = 0;
Clan = Clan.Humanoid;
if ( Female = Utility.RandomBool() )
Body = 0x191;
else
Body = 0x190;
SetStr( 96, 115 );
SetDex( 86, 105 );
SetInt( 51, 65 );
SetDamage( 7, 16 );
SetSkill( SkillName.Fencing, 60.0, 82.5 );
SetSkill( SkillName.Bludgeoning, 60.0, 82.5 );
SetSkill( SkillName.Poisoning, 60.0, 82.5 );
SetSkill( SkillName.MagicResist, 57.5, 80.0 );
SetSkill( SkillName.Swords, 60.0, 82.5 );
SetSkill( SkillName.Tactics, 60.0, 82.5 );
Fame = 1000;
Karma = -1000;
PackItem( new Bandage( Utility.RandomMinMax( 1, 15 ) ) );
AddItem( new Spear() );
AddItem( new BoneArms() );
AddItem( new BoneLegs() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override int Meat{ get{ return 1; } }
public override bool ClickTitle{ get{ return false; } }
public override bool ShowFameTitle{ get{ return false; } }
public Savage( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a savage corpse" )]
public class SavageLeader : BaseCreature
{
[Constructable]
public SavageLeader() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "savage" );
HiddenTitle = "the savage chief";
Body = 0x191;
BaseSoundID = 0x25C;
Clan = Clan.Humanoid;
SetStr( 336, 385 );
SetDex( 96, 115 );
SetInt( 31, 55 );
SetHits( 202, 231 );
SetMana( 0 );
SetDamage( 7, 23 );
SetSkill( SkillName.MagicResist, 60.3, 105.0 );
SetSkill( SkillName.Tactics, 80.1, 100.0 );
SetSkill( SkillName.HandToHand, 80.1, 90.0 );
Fame = 4500;
Karma = -4500;
VirtualArmor = 48;
AddItem( new BoneArms() );
AddItem( new BoneLegs() );
AddItem( new BoneChest() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Average );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 4; } }
public SavageLeader( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Spells;
namespace Server.Mobiles
{
[CorpseName( "a savage corpse" )]
public class SavageShaman : BaseCreature
{
[Constructable]
public SavageShaman() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "savage" );
HiddenTitle = "the savage shaman";
Hue = 0;
Body = 0x190;
Clan = Clan.Humanoid;
SetStr( 126, 145 );
SetDex( 91, 110 );
SetInt( 161, 185 );
SetDamage( 4, 10 );
SetSkill( SkillName.Concentration, 77.5, 100.0 );
SetSkill( SkillName.Fencing, 62.5, 85.0 );
SetSkill( SkillName.Bludgeoning, 62.5, 85.0 );
SetSkill( SkillName.Magery, 72.5, 95.0 );
SetSkill( SkillName.Meditation, 77.5, 100.0 );
SetSkill( SkillName.MagicResist, 77.5, 100.0 );
SetSkill( SkillName.Swords, 62.5, 85.0 );
SetSkill( SkillName.Tactics, 62.5, 85.0 );
SetSkill( SkillName.HandToHand, 62.5, 85.0 );
Fame = 1000;
Karma = -1000;
PackReg( 10, 15 );
PackItem( new Bandage( Utility.RandomMinMax( 1, 15 ) ) );
AddItem( new BoneArms() );
AddItem( new BoneLegs() );
AddItem( new DeerMask() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
}
public override int Meat{ get{ return 1; } }
public override bool ClickTitle{ get{ return false; } }
public override bool ShowFameTitle{ get{ return false; } }
public override void OnGotMeleeAttack( Mobile attacker )
{
base.OnGotMeleeAttack( attacker );
if ( 0.1 > Utility.RandomDouble() )
BeginSavageDance();
}
public void BeginSavageDance()
{
if( this.Map == null )
return;
ArrayList list = new ArrayList();
foreach ( Mobile m in this.GetMobilesInRange( 8 ) )
{
if ( m != this && m is SavageShaman )
list.Add( m );
}
Animate( 111, 5, 1, true, false, 0 ); // Do a little dance...
if ( AIObject != null )
AIObject.NextMove = DateTime.Now + TimeSpan.FromSeconds( 1.0 );
if ( list.Count >= 3 )
{
for ( int i = 0; i < list.Count; ++i )
{
SavageShaman dancer = (SavageShaman)list[i];
dancer.Animate( 111, 5, 1, true, false, 0 ); // Get down tonight...
if ( dancer.AIObject != null )
dancer.AIObject.NextMove = DateTime.Now + TimeSpan.FromSeconds( 1.0 );
}
Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerCallback( EndSavageDance ) );
}
}
public void EndSavageDance()
{
if ( Deleted )
return;
ArrayList list = new ArrayList();
foreach ( Mobile m in this.GetMobilesInRange( 8 ) )
list.Add( m );
if ( list.Count > 0 )
{
switch ( Utility.Random( 3 ) )
{
case 0: /* greater heal */
{
foreach ( Mobile m in list )
{
bool isFriendly = ( m is Savage || m is SavageShaman );
if ( !isFriendly )
continue;
if ( m.Poisoned || !CanBeBeneficial( m ) )
continue;
DoBeneficial( m );
// Algorithm: (40% of magery) + (1-10)
int toHeal = (int)(Skills[SkillName.Magery].Value * 0.4);
toHeal += Utility.Random( 1, 10 );
m.Heal( toHeal, this );
m.FixedParticles( 0x376A, 9, 32, 5030, EffectLayer.Waist );
m.PlaySound( 0x202 );
}
break;
}
case 1: /* lightning */
{
foreach ( Mobile m in list )
{
bool isFriendly = ( m is Savage || m is SavageShaman );
if ( isFriendly )
continue;
if ( !CanBeHarmful( m ) )
continue;
DoHarmful( m );
double damage = Utility.Random( 12, 9 );
m.BoltEffect( 0 );
SpellHelper.Damage( TimeSpan.FromSeconds( 0.25 ), m, this, damage );
}
break;
}
case 2: /* poison */
{
foreach ( Mobile m in list )
{
bool isFriendly = ( m is Savage || m is SavageShaman );
if ( isFriendly )
continue;
if ( !CanBeHarmful( m ) )
continue;
DoHarmful( m );
if ( m.Spell != null )
m.Spell.OnCasterHurt();
m.Paralyzed = false;
double total = Skills[SkillName.Magery].Value + Skills[SkillName.Poisoning].Value;
double dist = GetDistanceToSqrt( m );
if ( dist >= 3.0 )
total -= (dist - 3.0) * 10.0;
int level;
if ( total >= 200.0 && Utility.Random( 1, 100 ) <= 10 )
level = 3;
else if ( total > 170.0 )
level = 2;
else if ( total > 130.0 )
level = 1;
else
level = 0;
m.ApplyPoison( this, Poison.GetPoison( level ) );
m.FixedParticles( 0x374A, 10, 15, 5021, EffectLayer.Waist );
m.PlaySound( 0x474 );
}
break;
}
}
}
}
public SavageShaman( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "an ancient liche's corpse" )]
public class AncientLich : BaseCreature
{
[Constructable]
public AncientLich() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "lich" );
HiddenTitle = "the ancient lich";
Body = 24;
Hue = 2101;
BaseSoundID = 412;
Clan = Clan.Undead;
SetStr( 216, 305 );
SetDex( 96, 115 );
SetInt( 966, 1045 );
SetHits( 560, 595 );
SetDamage( 15, 27 );
SetSkill( SkillName.Concentration, 120.1, 130.0 );
SetSkill( SkillName.Magery, 120.1, 130.0 );
SetSkill( SkillName.Meditation, 100.1, 101.0 );
SetSkill( SkillName.Poisoning, 100.1, 101.0 );
SetSkill( SkillName.MagicResist, 175.2, 200.0 );
SetSkill( SkillName.Tactics, 90.1, 100.0 );
SetSkill( SkillName.HandToHand, 75.1, 100.0 );
Fame = 23000;
Karma = -23000;
VirtualArmor = 60;
PackReg( 30, 275 );
PackItem( new Bone( Utility.RandomList(3,4,5,6) ) );
}
public override int GetIdleSound()
{
return 0x19D;
}
public override int GetAngerSound()
{
return 0x175;
}
public override int GetDeathSound()
{
return 0x108;
}
public override int GetAttackSound()
{
return 0xE2;
}
public override int GetHurtSound()
{
return 0x28B;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 3 );
AddLoot( LootPack.HighScrolls, 2 );
}
public override bool Unprovokable{ get{ return true; } }
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public AncientLich( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a vampire corpse" )]
public class AncientVampire : BaseCreature
{
[Constructable]
public AncientVampire() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "vampire" );
HiddenTitle = "the ancient vampire";
Body = 128;
BaseSoundID = 0x47D;
AnimationMod = 3;
Clan = Clan.Undead;
SetStr( 216, 305 );
SetDex( 96, 115 );
SetInt( 966, 1045 );
SetHits( 560, 595 );
SetDamage( 15, 27 );
SetSkill( SkillName.Concentration, 120.1, 130.0 );
SetSkill( SkillName.Magery, 120.1, 130.0 );
SetSkill( SkillName.Meditation, 100.1, 101.0 );
SetSkill( SkillName.Poisoning, 100.1, 101.0 );
SetSkill( SkillName.MagicResist, 175.2, 200.0 );
SetSkill( SkillName.Tactics, 90.1, 100.0 );
SetSkill( SkillName.HandToHand, 75.1, 100.0 );
Fame = 23000;
Karma = -23000;
VirtualArmor = 60;
PackReg( 30, 275 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 3 );
AddLoot( LootPack.HighScrolls, 2 );
}
public override bool Unprovokable{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public AncientVampire( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a skeletal corpse" )]
public class BoneClaw : BaseCreature
{
[Constructable]
public BoneClaw() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a bone claw";
Body = 331;
BaseSoundID = 0x48D;
Clan = Clan.Undead;
SetStr( 156, 180 );
SetDex( 156, 175 );
SetInt( 16, 40 );
SetHits( 134, 148 );
SetDamage( 13, 17 );
SetSkill( SkillName.MagicResist, 45.1, 60.0 );
SetSkill( SkillName.Tactics, 85.1, 100.0 );
SetSkill( SkillName.HandToHand, 85.1, 105.0 );
Fame = 650;
Karma = -650;
VirtualArmor = 28;
switch ( Utility.Random( 5 ))
{
case 0: PackItem( new BoneArms() ); break;
case 1: PackItem( new BoneChest() ); break;
case 2: PackItem( new BoneGloves() ); break;
case 3: PackItem( new BoneLegs() ); break;
case 4: PackItem( new BoneHelm() ); break;
}
PackItem( new Bone( Utility.RandomList(1,2,3,4) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Poor );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public BoneClaw( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a drake corpse" )]
public class BoneDrake : BaseCreature
{
[Constructable]
public BoneDrake () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a bone drake";
Body = 360;
BaseSoundID = 0x488;
Clan = Clan.Undead;
SetStr( 401, 430 );
SetDex( 133, 152 );
SetInt( 336, 375 );
SetHits( 241, 258 );
SetDamage( 11, 17 );
SetSkill( SkillName.Tactics, 65.1, 90.0 );
SetSkill( SkillName.HandToHand, 65.1, 80.0 );
SetSkill( SkillName.Concentration, 30.1, 40.0 );
SetSkill( SkillName.Magery, 30.1, 40.0 );
SetSkill( SkillName.MagicResist, 99.1, 100.0 );
Fame = 7500;
Karma = -7500;
VirtualArmor = 46;
PackItem( new Bone( Utility.RandomList(3,4,5,6) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich, 2 );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool ReacquireOnMovement{ get{ return !Controlled; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public BoneDrake( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a skeletal corpse" )]
public class BoneKnight : BaseCreature
{
[Constructable]
public BoneKnight() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a bone knight";
Body = 57;
BaseSoundID = 451;
Clan = Clan.Undead;
SetStr( 196, 250 );
SetDex( 176, 195 );
SetInt( 36, 60 );
SetHits( 178, 220 );
SetDamage( 8, 18 );
SetSkill( SkillName.MagicResist, 85.1, 100.0 );
SetSkill( SkillName.Tactics, 95.1, 100.0 );
SetSkill( SkillName.HandToHand, 85.1, 100.0 );
Fame = 5000;
Karma = -5000;
VirtualArmor = 40;
switch ( Utility.Random( 6 ) )
{
case 0: PackItem( new PlateArms() ); break;
case 1: PackItem( new PlateChest() ); break;
case 2: PackItem( new PlateGloves() ); break;
case 3: PackItem( new PlateGorget() ); break;
case 4: PackItem( new PlateLegs() ); break;
case 5: PackItem( new PlateHelm() ); break;
}
PackItem( new Scimitar() );
PackItem( new WoodenShield() );
PackItem( new Bone( Utility.RandomList(1,2,3,4) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Meager );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public BoneKnight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a skeletal corpse" )]
public class BoneMagi : BaseCreature
{
[Constructable]
public BoneMagi() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a bone magi";
Body = Utility.RandomList ( 74, 332, 121 );
BaseSoundID = 451;
Clan = Clan.Undead;
SetStr( 176, 200 );
SetDex( 156, 175 );
SetInt( 286, 310 );
SetHits( 90, 120 );
SetDamage( 7, 12 );
SetSkill( SkillName.Concentration, 80.1, 90.0 );
SetSkill( SkillName.Magery, 80.1, 90.0 );
SetSkill( SkillName.MagicResist, 75.1, 90.0 );
SetSkill( SkillName.Tactics, 65.1, 80.0 );
SetSkill( SkillName.HandToHand, 65.1, 75.0 );
Fame = 6000;
Karma = -6000;
VirtualArmor = 38;
PackReg( 6, 20 );
PackItem( new Bone( Utility.RandomList(1,1,2,3) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.LowScrolls );
AddLoot( LootPack.MedPotions );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public BoneMagi( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a liche's corpse" )]
public class Demilich : BaseCreature
{
[Constructable]
public Demilich() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "lich" );
HiddenTitle = "the demilich";
Body = 142;
BaseSoundID = 0x3E9;
AnimationMod = 3;
Clan = Clan.Undead;
SetStr( 541, 657 );
SetDex( 190, 215 );
SetInt( 735, 852 );
SetHits( 325, 394 );
SetDamage( 14, 17 );
SetSkill( SkillName.Concentration, 117.1, 130.0 );
SetSkill( SkillName.Magery, 117.1, 130.0 );
SetSkill( SkillName.MagicResist, 150.5, 200.0 );
SetSkill( SkillName.Tactics, 65.1, 91.0 );
SetSkill( SkillName.HandToHand, 78.1, 104.0 );
Fame = 20000;
Karma = -20000;
VirtualArmor = 55;
PackReg( 22, 50 );
PackItem( new Bone( Utility.RandomList(2,3,4,5) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 2 );
AddLoot( LootPack.MedScrolls );
AddLoot( LootPack.HighScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Demilich( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a gargoyle corpse" )]
public class GargoyleUndead : BaseCreature
{
[Constructable]
public GargoyleUndead() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a rotting gargoyle";
Body = 310;
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 369, 413 );
SetDex( 114, 143 );
SetInt( 122, 158 );
SetHits( 222, 248 );
SetDamage( 17, 26 );
SetSkill( SkillName.MagicResist, 105.1, 120.0 );
SetSkill( SkillName.Tactics, 100.1, 120.0 );
SetSkill( SkillName.HandToHand, 80.1, 120.0 );
Fame = 7000;
Karma = -7000;
VirtualArmor = 60;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Gems, 3 );
}
public GargoyleUndead( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a ghastly corpse" )]
public class Ghoul : BaseCreature
{
[Constructable]
public Ghoul() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a ghoul";
Body = 38;
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 76, 100 );
SetDex( 76, 95 );
SetInt( 36, 60 );
SetHits( 46, 60 );
SetMana( 0 );
SetDamage( 7, 9 );
SetSkill( SkillName.Poisoning, 45.1, 60.0 );
SetSkill( SkillName.MagicResist, 45.1, 60.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 28;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override Poison HitPoison{ get{ return Poison.Lesser; } }
public void DrainBlood( Mobile m )
{
DoHarmful( m );
new Blood().MoveToWorld( m.Location, m.Map );
m.SendMessage( "The creature feeds on your flesh!" );
int toDrain = Utility.RandomMinMax( 2, 10 );
m.PlaySound( 0x23F );
Hits += toDrain;
m.Damage( toDrain, this );
}
public override void OnGaveMeleeAttack( Mobile defender )
{
base.OnGaveMeleeAttack( defender );
DrainBlood( defender );
}
public override void OnGotMeleeAttack( Mobile attacker )
{
base.OnGotMeleeAttack( attacker );
DrainBlood( attacker );
}
public Ghoul( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a liche's corpse" )]
public class Lich : BaseCreature
{
[Constructable]
public Lich() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a lich";
Body = 24;
BaseSoundID = 0x3E9;
Clan = Clan.Undead;
SetStr( 171, 200 );
SetDex( 126, 145 );
SetInt( 276, 305 );
SetHits( 103, 120 );
SetDamage( 24, 26 );
SetSkill( SkillName.Concentration, 100.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.Meditation, 85.1, 95.0 );
SetSkill( SkillName.MagicResist, 80.1, 100.0 );
SetSkill( SkillName.Tactics, 70.1, 90.0 );
Fame = 8000;
Karma = -8000;
VirtualArmor = 50;
PackItem( new GnarledStaff() );
PackReg( 17, 24 );
PackItem( new Bone( Utility.RandomList(1,2,3,4) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Lich( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a liche's corpse" )]
public class LichLord : BaseCreature
{
[Constructable]
public LichLord() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a lich lord";
Body = 24;
BaseSoundID = 412;
Clan = Clan.Undead;
SetStr( 416, 505 );
SetDex( 146, 165 );
SetInt( 566, 655 );
SetHits( 250, 303 );
SetDamage( 11, 13 );
SetSkill( SkillName.Concentration, 90.1, 100.0 );
SetSkill( SkillName.Magery, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 150.5, 200.0 );
SetSkill( SkillName.Tactics, 50.1, 70.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 18000;
Karma = -18000;
VirtualArmor = 50;
PackItem( new GnarledStaff() );
PackReg( 12, 40 );
PackItem( new Bone( Utility.RandomList(2,3,4,5) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public LichLord( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a mummy corpse" )]
public class Mummy : BaseCreature
{
[Constructable]
public Mummy() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.8 )
{
Name = "a mummy";
Body = 65;
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 346, 370 );
SetDex( 71, 90 );
SetInt( 26, 40 );
SetHits( 208, 222 );
SetDamage( 13, 23 );
SetSkill( SkillName.MagicResist, 15.1, 40.0 );
SetSkill( SkillName.Tactics, 35.1, 50.0 );
SetSkill( SkillName.HandToHand, 35.1, 50.0 );
Fame = 4000;
Karma = -4000;
VirtualArmor = 50;
PackItem( new Garlic( 5 ) );
PackItem( new Bandage( 10 ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.Gems );
AddLoot( LootPack.LowPotions );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lesser; } }
public Mummy( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a mummy corpse" )]
public class MummyLord : BaseCreature
{
[Constructable]
public MummyLord() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.8 )
{
Name = "the mummy lord";
Body = 65;
BaseSoundID = 471;
AnimationMod = 1;
Clan = Clan.Undead;
SetStr( 546, 570 );
SetDex( 271, 290 );
SetInt( 26, 40 );
SetHits( 408, 422 );
SetDamage( 18, 28 );
SetSkill( SkillName.MagicResist, 65.1, 80.0 );
SetSkill( SkillName.Tactics, 85.1, 110.0 );
SetSkill( SkillName.HandToHand, 85.1, 110.0 );
Fame = 8500;
Karma = -8500;
VirtualArmor = 50;
PackItem( new Garlic( Utility.RandomMinMax( 10, 20 ) ) );
PackItem( new Bandage( Utility.RandomMinMax( 10, 20 ) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich, 2 );
AddLoot( LootPack.Gems, 2 );
AddLoot( LootPack.MedPotions );
}
public override Poison PoisonImmune{ get{ return Poison.Greater; } }
public MummyLord( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a ghoulish corpse" )]
public class Nazghoul : BaseCreature
{
[Constructable]
public Nazghoul() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a nazghoul";
Body = 297;
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 416, 505 );
SetDex( 146, 165 );
SetInt( 566, 655 );
SetHits( 250, 303 );
SetDamage( 11, 13 );
SetSkill( SkillName.Concentration, 90.1, 100.0 );
SetSkill( SkillName.Magery, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 150.5, 200.0 );
SetSkill( SkillName.Tactics, 50.1, 70.0 );
SetSkill( SkillName.HandToHand, 60.1, 80.0 );
Fame = 18000;
Karma = -18000;
VirtualArmor = 50;
PackReg( 12, 40 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Nazghoul( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a rotting corpse" )]
public class RottingCorpse : BaseCreature
{
[Constructable]
public RottingCorpse() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a rotting corpse";
Body = 332;
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 301, 350 );
SetDex( 75 );
SetInt( 151, 200 );
SetHits( 1200 );
SetStam( 150 );
SetMana( 0 );
SetDamage( 8, 10 );
SetSkill( SkillName.Poisoning, 120.0 );
SetSkill( SkillName.MagicResist, 250.0 );
SetSkill( SkillName.Tactics, 100.0 );
SetSkill( SkillName.HandToHand, 90.1, 100.0 );
Fame = 6000;
Karma = -6000;
VirtualArmor = 40;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 2 );
}
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override Poison HitPoison{ get{ return Poison.Lethal; } }
public RottingCorpse( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a drake corpse" )]
public class RottingDrake : BaseCreature
{
[Constructable]
public RottingDrake () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a rotting drake";
Body = 225;
Hue = 1186;
BaseSoundID = 362;
Clan = Clan.Undead;
SetStr( 401, 430 );
SetDex( 133, 152 );
SetInt( 101, 140 );
SetHits( 241, 258 );
SetDamage( 11, 17 );
SetSkill( SkillName.MagicResist, 65.1, 80.0 );
SetSkill( SkillName.Tactics, 65.1, 90.0 );
SetSkill( SkillName.HandToHand, 65.1, 80.0 );
Fame = 5500;
Karma = -5500;
VirtualArmor = 46;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
}
public override bool ReacquireOnMovement{ get{ return !Controlled; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override Poison HitPoison{ get{ return Poison.Regular; } }
public RottingDrake( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a ghostly corpse" )]
public class Shade : BaseCreature
{
[Constructable]
public Shade() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a shade";
Body = 26;
Hue = 1181;
BaseSoundID = 0x482;
Clan = Clan.Undead;
SetStr( 76, 100 );
SetDex( 76, 95 );
SetInt( 36, 60 );
SetHits( 46, 60 );
SetDamage( 7, 11 );
SetSkill( SkillName.Concentration, 55.1, 70.0 );
SetSkill( SkillName.Magery, 55.1, 70.0 );
SetSkill( SkillName.MagicResist, 55.1, 70.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
Fame = 4000;
Karma = -4000;
VirtualArmor = 28;
PackReg( 10 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Shade( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a skeletal dragon corpse" )]
public class SkeletalDragon : BaseCreature
{
[Constructable]
public SkeletalDragon () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a skeletal dragon";
Body = 104;
BaseSoundID = 0x488;
Clan = Clan.Undead;
SetStr( 898, 1030 );
SetDex( 68, 200 );
SetInt( 488, 620 );
SetHits( 558, 599 );
SetDamage( 29, 35 );
SetSkill( SkillName.Concentration, 80.1, 100.0 );
SetSkill( SkillName.Magery, 80.1, 100.0 );
SetSkill( SkillName.MagicResist, 100.3, 130.0 );
SetSkill( SkillName.Tactics, 97.6, 100.0 );
SetSkill( SkillName.HandToHand, 97.6, 100.0 );
Fame = 22500;
Karma = -22500;
VirtualArmor = 80;
PackItem( new Bone( Utility.RandomList(6,7,8,9) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 4 );
AddLoot( LootPack.Gems, 5 );
}
public override bool ReacquireOnMovement{ get{ return true; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override int BreathFireDamage{ get{ return 0; } }
public override int BreathColdDamage{ get{ return 100; } }
public override int BreathEffectHue{ get{ return 0x480; } }
public override double BonusPetDamageScalar{ get{ return 1.0; } }
public override bool AutoDispel{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override bool BleedImmune{ get{ return true; } }
public override int Meat{ get{ return 19; } } // where's it hiding these? :)
public override int Hides{ get{ return 20; } }
public SkeletalDragon( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a skeletal corpse" )]
public class SkeletalKnight : BaseCreature
{
[Constructable]
public SkeletalKnight() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a skeletal knight";
Body = 160;
BaseSoundID = 451;
AnimationMod = 4;
Clan = Clan.Undead;
SetStr( 196, 250 );
SetDex( 76, 95 );
SetInt( 36, 60 );
SetHits( 118, 150 );
SetDamage( 6, 12 );
SetSkill( SkillName.MagicResist, 65.1, 80.0 );
SetSkill( SkillName.Tactics, 85.1, 100.0 );
SetSkill( SkillName.HandToHand, 85.1, 95.0 );
Fame = 3000;
Karma = -3000;
VirtualArmor = 30;
switch ( Utility.Random( 6 ) )
{
case 0: PackItem( new PlateArms() ); break;
case 1: PackItem( new PlateChest() ); break;
case 2: PackItem( new PlateGloves() ); break;
case 3: PackItem( new PlateGorget() ); break;
case 4: PackItem( new PlateLegs() ); break;
case 5: PackItem( new PlateHelm() ); break;
}
PackItem( new Longsword() );
PackItem( new Bone( Utility.RandomList(1,2,3,4) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Meager );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public SkeletalKnight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a skeletal corpse" )]
public class SkeletalMage : BaseCreature
{
[Constructable]
public SkeletalMage() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a skeletal mage";
Body = Utility.RandomList ( 74, 332, 121 );
BaseSoundID = 451;
Clan = Clan.Undead;
SetStr( 76, 100 );
SetDex( 56, 75 );
SetInt( 186, 210 );
SetHits( 46, 60 );
SetDamage( 3, 7 );
SetSkill( SkillName.Concentration, 60.1, 70.0 );
SetSkill( SkillName.Magery, 60.1, 70.0 );
SetSkill( SkillName.MagicResist, 55.1, 70.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
Fame = 3000;
Karma = -3000;
VirtualArmor = 28;
PackReg( 3, 10 );
PackItem( new Bone( Utility.RandomList(1,1,2,3) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.LowScrolls );
AddLoot( LootPack.LowPotions );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public SkeletalMage( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a skeletal corpse" )]
public class Skeleton : BaseCreature
{
[Constructable]
public Skeleton() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a skeleton";
Body = Utility.RandomList( 50, 56 );
BaseSoundID = 0x48D;
Clan = Clan.Undead;
SetStr( 56, 80 );
SetDex( 56, 75 );
SetInt( 16, 40 );
SetHits( 34, 48 );
SetDamage( 3, 7 );
SetSkill( SkillName.MagicResist, 45.1, 60.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
Fame = 450;
Karma = -450;
VirtualArmor = 16;
switch ( Utility.Random( 5 ))
{
case 0: PackItem( new BoneArms() ); break;
case 1: PackItem( new BoneChest() ); break;
case 2: PackItem( new BoneGloves() ); break;
case 3: PackItem( new BoneLegs() ); break;
case 4: PackItem( new BoneHelm() ); break;
}
PackItem( new Bone( Utility.RandomList(1,1,1,2) ) );
if ( Body == 56 )
PackItem( new BattleAxe() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Poor );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Skeleton( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a skeletal corpse" )]
public class SkeletonArcher : BaseCreature
{
[Constructable]
public SkeletonArcher() : base( AIType.AI_Archer, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a skeleton";
Body = 250;
BaseSoundID = 0x48D;
Clan = Clan.Undead;
SetStr( 56, 80 );
SetDex( 56, 75 );
SetInt( 16, 40 );
SetHits( 34, 48 );
SetDamage( 3, 7 );
SetSkill( SkillName.MagicResist, 45.1, 60.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
SetSkill( SkillName.Archery, 45.1, 55.0 );
Fame = 450;
Karma = -450;
VirtualArmor = 16;
switch ( Utility.Random( 5 ))
{
case 0: PackItem( new BoneArms() ); break;
case 1: PackItem( new BoneChest() ); break;
case 2: PackItem( new BoneGloves() ); break;
case 3: PackItem( new BoneLegs() ); break;
case 4: PackItem( new BoneHelm() ); break;
}
PackItem( new Bone( Utility.RandomList(1,1,1,2) ) );
PackItem( new Bow() );
PackItem( new Arrow( Utility.RandomMinMax( 10, 30 ) ) );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Poor );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public SkeletonArcher( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a ghostly corpse" )]
public class Spectre : BaseCreature
{
[Constructable]
public Spectre() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a spectre";
Body = 26;
Hue = 0x4001;
BaseSoundID = 0x482;
Clan = Clan.Undead;
SetStr( 76, 100 );
SetDex( 76, 95 );
SetInt( 36, 60 );
SetHits( 46, 60 );
SetDamage( 7, 11 );
SetSkill( SkillName.Concentration, 55.1, 70.0 );
SetSkill( SkillName.Magery, 55.1, 70.0 );
SetSkill( SkillName.MagicResist, 55.1, 70.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
Fame = 4000;
Karma = -4000;
VirtualArmor = 28;
PackReg( 10 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Spectre( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Misc;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a vampire corpse" )]
public class Vampire : BaseCreature
{
[Constructable]
public Vampire() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a vampire";
Body = 298;
BaseSoundID = 0x47D;
Clan = Clan.Undead;
SetStr( 81, 105 );
SetDex( 91, 115 );
SetInt( 96, 120 );
SetHits( 49, 63 );
SetDamage( 5, 10 );
SetSkill( SkillName.Concentration, 75.1, 100.0 );
SetSkill( SkillName.Magery, 75.1, 100.0 );
SetSkill( SkillName.MagicResist, 75.0, 97.5 );
SetSkill( SkillName.Tactics, 65.0, 87.5 );
SetSkill( SkillName.HandToHand, 20.2, 60.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 16;
PackReg( 6 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.MedScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override int Meat{ get{ return 1; } }
public Vampire( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a vampire corpse" )]
public class VampireLord : BaseCreature
{
[Constructable]
public VampireLord() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "vampire" );
Title = "the vampire lord";
Body = 34;
BaseSoundID = 0x47D;
Clan = Clan.Undead;
SetStr( 81, 105 );
SetDex( 191, 215 );
SetInt( 126, 150 );
SetHits( 49, 63 );
SetDamage( 5, 10 );
SetSkill( SkillName.Concentration, 80.2, 100.0 );
SetSkill( SkillName.Magery, 95.1, 100.0 );
SetSkill( SkillName.Meditation, 27.5, 50.0 );
SetSkill( SkillName.MagicResist, 77.5, 100.0 );
SetSkill( SkillName.Tactics, 65.0, 87.5 );
SetSkill( SkillName.HandToHand, 20.3, 80.0 );
Fame = 10500;
Karma = -10500;
VirtualArmor = 16;
PackReg( 23 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Meager );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override int Meat{ get{ return 1; } }
public VampireLord( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a dragon corpse" )]
public class VampiricDragon : BaseCreature
{
[Constructable]
public VampiricDragon() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "dragon" );
Title = "the vampiric wyrm";
Body = 336;
BaseSoundID = 362;
Clan = Clan.Undead;
SetStr( 796, 825 );
SetDex( 86, 105 );
SetInt( 436, 475 );
SetHits( 478, 495 );
SetDamage( 16, 22 );
SetSkill( SkillName.Concentration, 30.1, 40.0 );
SetSkill( SkillName.Magery, 30.1, 40.0 );
SetSkill( SkillName.MagicResist, 99.1, 100.0 );
SetSkill( SkillName.Tactics, 97.6, 100.0 );
SetSkill( SkillName.HandToHand, 90.1, 92.5 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 60;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 2 );
AddLoot( LootPack.Gems, 8 );
AddLoot( LootPack.MedScrolls, 2 );
}
public override int GetIdleSound()
{
return 0x2D5;
}
public override int GetHurtSound()
{
return 0x2D1;
}
public override bool ReacquireOnMovement{ get{ return true; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override bool AutoDispel{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override int Hides{ get{ return 20; } }
public VampiricDragon( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a drake corpse" )]
public class VampiricDrake : BaseCreature
{
[Constructable]
public VampiricDrake () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a vampiric drake";
Body = 337;
BaseSoundID = 362;
Clan = Clan.Undead;
SetStr( 401, 430 );
SetDex( 133, 152 );
SetInt( 336, 375 );
SetHits( 241, 258 );
SetDamage( 11, 17 );
SetSkill( SkillName.Tactics, 65.1, 90.0 );
SetSkill( SkillName.HandToHand, 65.1, 80.0 );
SetSkill( SkillName.Concentration, 30.1, 40.0 );
SetSkill( SkillName.Magery, 30.1, 40.0 );
SetSkill( SkillName.MagicResist, 99.1, 100.0 );
Fame = 7500;
Karma = -7500;
VirtualArmor = 46;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich, 2 );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool ReacquireOnMovement{ get{ return !Controlled; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override bool AutoDispel{ get{ return !Controlled; } }
public override int Hides{ get{ return 20; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public VampiricDrake( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a ghastly corpse" )]
public class Wight : BaseCreature
{
[Constructable]
public Wight() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a wight";
Body = 152;
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 76, 100 );
SetDex( 76, 95 );
SetInt( 36, 60 );
SetHits( 46, 60 );
SetMana( 0 );
SetDamage( 7, 9 );
SetSkill( SkillName.Poisoning, 45.1, 60.0 );
SetSkill( SkillName.MagicResist, 45.1, 60.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 28;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override Poison HitPoison{ get{ return Poison.Lesser; } }
public void DrainBrain( Mobile m )
{
if ( m.Mana > 0 )
{
DoHarmful( m );
m.SendMessage( "The creature's touch drains your mind!" );
int toDrain = Utility.RandomMinMax( 2, 10 );
m.PlaySound( 0x181 );
Mana += toDrain;
m.Mana -= toDrain;
}
}
public override void OnGaveMeleeAttack( Mobile defender )
{
base.OnGaveMeleeAttack( defender );
DrainBrain( defender );
}
public override void OnGotMeleeAttack( Mobile attacker )
{
base.OnGotMeleeAttack( attacker );
DrainBrain( attacker );
}
public Wight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a ghostly corpse" )]
public class Wraith : BaseCreature
{
[Constructable]
public Wraith() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a wraith";
Body = 26;
BaseSoundID = 0x482;
Clan = Clan.Undead;
SetStr( 76, 100 );
SetDex( 76, 95 );
SetInt( 36, 60 );
SetHits( 46, 60 );
SetDamage( 7, 11 );
SetSkill( SkillName.Concentration, 55.1, 70.0 );
SetSkill( SkillName.Magery, 55.1, 70.0 );
SetSkill( SkillName.MagicResist, 55.1, 70.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.HandToHand, 45.1, 55.0 );
Fame = 4000;
Karma = -4000;
VirtualArmor = 28;
PackReg( 10 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override bool BleedImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Wraith( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a rotting corpse" )]
public class Zombie : BaseCreature
{
[Constructable]
public Zombie() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a zombie";
Body = Utility.RandomList( 3, 94 );
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 46, 70 );
SetDex( 31, 50 );
SetInt( 26, 40 );
SetHits( 28, 42 );
SetDamage( 3, 7 );
SetSkill( SkillName.MagicResist, 15.1, 40.0 );
SetSkill( SkillName.Tactics, 35.1, 50.0 );
SetSkill( SkillName.HandToHand, 35.1, 50.0 );
Fame = 600;
Karma = -600;
VirtualArmor = 18;
switch ( Utility.Random( 10 ))
{
case 0: PackItem( new LeftArm() ); break;
case 1: PackItem( new RightArm() ); break;
case 2: PackItem( new Torso() ); break;
case 3: PackItem( new Bone() ); break;
case 4: PackItem( new RibCage() ); break;
case 5: PackItem( new RibCage() ); break;
case 6: PackItem( new BonePile() ); break;
case 7: PackItem( new BonePile() ); break;
case 8: PackItem( new BonePile() ); break;
case 9: PackItem( new BonePile() ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
}
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public Zombie( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a dragon corpse" )]
public class ZombieDragon : BaseCreature
{
[Constructable]
public ZombieDragon () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a rotting dragon";
Body = Utility.RandomList( 334, 334, 334, 358 );
BaseSoundID = 362;
Clan = Clan.Undead;
SetStr( 796, 825 );
SetDex( 86, 105 );
SetInt( 136, 175 );
SetHits( 478, 495 );
SetDamage( 16, 22 );
SetSkill( SkillName.MagicResist, 99.1, 100.0 );
SetSkill( SkillName.Tactics, 97.6, 100.0 );
SetSkill( SkillName.HandToHand, 90.1, 92.5 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 60;
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 2 );
AddLoot( LootPack.Gems, 8 );
}
public override bool ReacquireOnMovement{ get{ return !Controlled; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override Poison HitPoison{ get{ return Poison.Greater; } }
public ZombieDragon( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a gargoyle corpse" )]
public class ZombieGargoyle : BaseCreature
{
[Constructable]
public ZombieGargoyle() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a gargoyle corpse";
Body = 333;
BaseSoundID = 471;
Clan = Clan.Undead;
SetStr( 246, 275 );
SetDex( 76, 95 );
SetInt( 81, 105 );
SetHits( 148, 165 );
SetDamage( 11, 17 );
SetSkill( SkillName.MagicResist, 85.1, 100.0 );
SetSkill( SkillName.Tactics, 80.1, 100.0 );
SetSkill( SkillName.HandToHand, 60.1, 100.0 );
Fame = 4000;
Karma = -4000;
VirtualArmor = 50;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Gems, 1 );
}
public ZombieGargoyle( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Misc;
using Server.Items;
namespace Server.Mobiles
{
public class EvilMage : BaseCreature
{
[Constructable]
public EvilMage() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "evil mage" );
SpeechHue = Utility.RandomSpeechHue();
Hue = Utility.RandomSkinHue();
Clan = Clan.Wizard;
int hair = Utility.RandomHairHue();
if ( this.Female = Utility.RandomBool() )
{
Body = 0x191;
Name = NameList.RandomName( "evil witch" );
}
else
{
Body = 0x190;
Name = NameList.RandomName( "evil mage" );
if ( Utility.RandomBool() ){ Utility.AssignRandomFacialHair( this, hair ); }
}
Utility.AssignRandomHair( this, hair );
SetStr( 81, 105 );
SetDex( 91, 115 );
SetInt( 96, 120 );
SetHits( 49, 63 );
SetDamage( 5, 10 );
SetSkill( SkillName.Concentration, 75.1, 100.0 );
SetSkill( SkillName.Magery, 75.1, 100.0 );
SetSkill( SkillName.MagicResist, 75.0, 97.5 );
SetSkill( SkillName.Tactics, 65.0, 87.5 );
SetSkill( SkillName.HandToHand, 20.2, 60.0 );
Fame = 2500;
Karma = -2500;
VirtualArmor = 16;
PackReg( 6 );
Server.Misc.CitizenDressing.CitizenDress( this, 5 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.MedScrolls );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int Meat{ get{ return 1; } }
public override bool ClickTitle{ get{ return false; } }
public override bool ShowFameTitle{ get{ return false; } }
public EvilMage( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
public class EvilMageLord : BaseCreature
{
[Constructable]
public EvilMageLord() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "evil mage lord" );
SpeechHue = Utility.RandomSpeechHue();
Hue = Utility.RandomSkinHue();
Clan = Clan.Wizard;
int hair = Utility.RandomHairHue();
if ( this.Female = Utility.RandomBool() )
{
Body = 0x191;
Name = NameList.RandomName( "evil witch" );
}
else
{
Body = 0x190;
Name = NameList.RandomName( "evil mage lord" );
if ( Utility.RandomBool() ){ Utility.AssignRandomFacialHair( this, hair ); }
}
Utility.AssignRandomHair( this, hair );
SetStr( 81, 105 );
SetDex( 191, 215 );
SetInt( 126, 150 );
SetHits( 49, 63 );
SetDamage( 5, 10 );
SetSkill( SkillName.Concentration, 80.2, 100.0 );
SetSkill( SkillName.Magery, 95.1, 100.0 );
SetSkill( SkillName.Meditation, 27.5, 50.0 );
SetSkill( SkillName.MagicResist, 77.5, 100.0 );
SetSkill( SkillName.Tactics, 65.0, 87.5 );
SetSkill( SkillName.HandToHand, 20.3, 80.0 );
Fame = 10500;
Karma = -10500;
VirtualArmor = 16;
PackReg( 23 );
Server.Misc.CitizenDressing.CitizenDress( this, 5 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Meager );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public override bool ClickTitle{ get{ return false; } }
public override bool ShowFameTitle{ get{ return false; } }
public override int Meat{ get{ return 1; } }
public EvilMageLord( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
public class MindFlayer : BaseCreature
{
[Constructable]
public MindFlayer() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a mindflayer";
Body = 132;
BaseSoundID = 0x605;
AnimationMod = 4;
Clan = Clan.Wizard;
SetStr( 81, 105 );
SetDex( 191, 215 );
SetInt( 126, 150 );
SetHits( 49, 63 );
SetDamage( 5, 10 );
SetSkill( SkillName.Concentration, 80.2, 100.0 );
SetSkill( SkillName.Magery, 95.1, 100.0 );
SetSkill( SkillName.Meditation, 27.5, 50.0 );
SetSkill( SkillName.MagicResist, 77.5, 100.0 );
SetSkill( SkillName.Tactics, 65.0, 87.5 );
SetSkill( SkillName.HandToHand, 20.3, 80.0 );
Fame = 10500;
Karma = -10500;
VirtualArmor = 16;
PackReg( 23 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Average );
AddLoot( LootPack.Meager );
AddLoot( LootPack.MedScrolls, 2 );
}
public void DrainBrain( Mobile m )
{
if ( m.Mana > 0 )
{
DoHarmful( m );
m.SendMessage( "The creature feeds on your mind!" );
int toDrain = Utility.RandomMinMax( 2, 10 );
m.PlaySound( 0x386 );
Mana += toDrain;
m.Mana -= toDrain;
}
}
public override void OnGaveMeleeAttack( Mobile defender )
{
base.OnGaveMeleeAttack( defender );
DrainBrain( defender );
}
public override void OnGotMeleeAttack( Mobile attacker )
{
base.OnGotMeleeAttack( attacker );
DrainBrain( attacker );
}
public override bool CanRummageCorpses{ get{ return true; } }
public MindFlayer( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a pharaoh's corpse" )]
public class Pharaoh : BaseCreature
{
[Constructable]
public Pharaoh() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "villians" );
Title = "the pharaoh";
Body = 279;
BaseSoundID = 0x47D;
AnimationMod = 1;
Clan = Clan.Wizard;
SetStr( 171, 200 );
SetDex( 126, 145 );
SetInt( 276, 305 );
SetHits( 103, 120 );
SetDamage( 24, 26 );
SetSkill( SkillName.Concentration, 100.0 );
SetSkill( SkillName.Magery, 70.1, 80.0 );
SetSkill( SkillName.Meditation, 85.1, 95.0 );
SetSkill( SkillName.MagicResist, 80.1, 100.0 );
SetSkill( SkillName.Tactics, 70.1, 90.0 );
Fame = 8000;
Karma = -8000;
VirtualArmor = 50;
PackItem( new BlackStaff() );
PackReg( 17, 24 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich );
AddLoot( LootPack.MedScrolls, 2 );
}
public override bool CanRummageCorpses{ get{ return true; } }
public Pharaoh( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}