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 shaman" ); HiddenTitle = "the savage shaman"; Hue = 0; Clan = Clan.Humanoid; if ( Utility.RandomBool() ) Body = 0x191; else Body = 0x190; 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(); } } }