#W# Initial Commit: Avatars Conquest
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91
Scripts/Mobiles/Summoned/BladeSpirits.cs
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91
Scripts/Mobiles/Summoned/BladeSpirits.cs
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using System;
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using System.Collections;
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using Server.Misc;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a blade spirit corpse" )]
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public class BladeSpirits : BaseCreature
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{
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public override bool DeleteCorpseOnDeath { get { return true; } }
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public override bool IsHouseSummonable { get { return true; } }
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public override double DispelDifficulty { get { return 0.0; } }
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public override double DispelFocus { get { return 20.0; } }
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public override double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly )
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{
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return ( m.Str + m.Skills[SkillName.Tactics].Value ) / Math.Max( GetDistanceToSqrt( m ), 1.0 );
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}
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[Constructable]
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public BladeSpirits(): base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.3, 0.6 )
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{
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Name = "a blade spirit";
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Body = 574;
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SetStr( 150 );
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SetDex( 150 );
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SetInt( 100 );
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SetHits( 80 );
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SetStam( 250 );
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SetMana( 0 );
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SetDamage( 10, 14 );
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SetSkill( SkillName.MagicResist, 70.0 );
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SetSkill( SkillName.Tactics, 90.0 );
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SetSkill( SkillName.HandToHand, 90.0 );
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Fame = 0;
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Karma = 0;
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VirtualArmor = 40;
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ControlSlots = 1;
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}
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public override bool BleedImmune{ get{ return true; } }
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public override Poison PoisonImmune { get { return Poison.Lethal; } }
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public override int GetAngerSound()
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{
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return 0x23A;
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}
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public override int GetAttackSound()
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{
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return 0x3B8;
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}
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public override int GetHurtSound()
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{
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return 0x23A;
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}
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public override void OnThink()
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{
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base.OnThink();
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}
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public BladeSpirits( Serial serial )
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: 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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90
Scripts/Mobiles/Summoned/EnergyVortex.cs
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90
Scripts/Mobiles/Summoned/EnergyVortex.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 System.Collections;
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namespace Server.Mobiles
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{
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[CorpseName( "an energy vortex corpse" )]
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public class EnergyVortex : BaseCreature
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{
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public override bool DeleteCorpseOnDeath { get { return Summoned; } }
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public override double DispelDifficulty { get { return 80.0; } }
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public override double DispelFocus { get { return 20.0; } }
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public override double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly )
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{
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return ( m.Int + m.Skills[SkillName.Magery].Value ) / Math.Max( GetDistanceToSqrt( m ), 1.0 );
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}
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[Constructable]
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public EnergyVortex()
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "an energy vortex";
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Body = 13;
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Hue = 20;
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SetStr( 200 );
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SetDex( 200 );
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SetInt( 100 );
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SetHits( 70 );
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SetStam( 250 );
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SetMana( 0 );
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SetDamage( 14, 17 );
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SetSkill( SkillName.MagicResist, 99.9 );
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SetSkill( SkillName.Tactics, 100.0 );
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SetSkill( SkillName.HandToHand, 120.0 );
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Fame = 0;
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Karma = 0;
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VirtualArmor = 40;
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ControlSlots = 1;
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}
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public override bool BleedImmune{ get{ return true; } }
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public override Poison PoisonImmune { get { return Poison.Lethal; } }
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public override int GetAngerSound()
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{
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return 0x15;
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}
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public override int GetAttackSound()
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{
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return 0x28;
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}
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public override void OnThink()
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{
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base.OnThink();
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}
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public EnergyVortex( Serial serial )
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: 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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if ( BaseSoundID == 263 )
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BaseSoundID = 0;
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}
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}
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}
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