#W# Initial Commit: Avatars Conquest
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79
Scripts/Mobiles/Hellish/Nightmare.cs
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79
Scripts/Mobiles/Hellish/Nightmare.cs
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using System;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Mobiles
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{
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[CorpseName( "a nightmare corpse" )]
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public class Nightmare : BaseCreature
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{
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[Constructable]
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public Nightmare() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a nightmare";
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Body = 226;
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Hue = 1109;
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BaseSoundID = 0xA8;
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SetStr( 496, 525 );
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SetDex( 86, 105 );
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SetInt( 86, 125 );
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SetHits( 298, 315 );
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SetDamage( 16, 22 );
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SetSkill( SkillName.Concentration, 10.4, 50.0 );
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SetSkill( SkillName.Magery, 10.4, 50.0 );
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SetSkill( SkillName.MagicResist, 85.3, 100.0 );
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SetSkill( SkillName.Tactics, 97.6, 100.0 );
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SetSkill( SkillName.HandToHand, 80.5, 92.5 );
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Fame = 14000;
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Karma = -14000;
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VirtualArmor = 60;
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PackItem( new SulfurousAsh( Utility.RandomMinMax( 3, 5 ) ) );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Rich );
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AddLoot( LootPack.Average );
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AddLoot( LootPack.LowScrolls );
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AddLoot( LootPack.HighPotions );
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}
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public override int GetAngerSound()
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{
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if ( !Controlled )
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return 0x16A;
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return base.GetAngerSound();
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}
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public override bool HasBreath{ get{ return true; } } // fire breath enabled
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public override int Meat{ get{ return 5; } }
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public override int Hides{ get{ return 10; } }
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public Nightmare( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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