#W# Initial Commit: Avatars Conquest
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68
Scripts/Mobiles/Undead/VampireLord.cs
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68
Scripts/Mobiles/Undead/VampireLord.cs
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using System;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a vampire corpse" )]
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public class VampireLord : BaseCreature
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{
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[Constructable]
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public VampireLord() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = NameList.RandomName( "vampire" );
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Title = "the vampire lord";
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Body = 34;
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BaseSoundID = 0x47D;
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Clan = Clan.Undead;
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SetStr( 81, 105 );
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SetDex( 191, 215 );
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SetInt( 126, 150 );
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SetHits( 49, 63 );
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SetDamage( 5, 10 );
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SetSkill( SkillName.Concentration, 80.2, 100.0 );
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SetSkill( SkillName.Magery, 95.1, 100.0 );
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SetSkill( SkillName.Meditation, 27.5, 50.0 );
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SetSkill( SkillName.MagicResist, 77.5, 100.0 );
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SetSkill( SkillName.Tactics, 65.0, 87.5 );
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SetSkill( SkillName.HandToHand, 20.3, 80.0 );
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Fame = 10500;
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Karma = -10500;
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VirtualArmor = 16;
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PackReg( 23 );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Average );
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AddLoot( LootPack.Meager );
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AddLoot( LootPack.MedScrolls, 2 );
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}
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public override bool CanRummageCorpses{ get{ return true; } }
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public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
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public override int Meat{ get{ return 1; } }
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public VampireLord( 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 );
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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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