#W# Initial Commit: Avatars Conquest
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67
Scripts/Mobiles/Elemental/DeepSeaElemental.cs
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67
Scripts/Mobiles/Elemental/DeepSeaElemental.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( "an elemental corpse" )]
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public class DeepSeaElemental : BaseCreature
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{
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public override double DispelDifficulty{ get{ return 119.5; } }
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public override double DispelFocus{ get{ return 45.0; } }
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[Constructable]
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public DeepSeaElemental () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a deep sea elemental";
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Body = 251;
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BaseSoundID = 278;
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SetStr( 326, 355 );
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SetDex( 66, 85 );
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SetInt( 271, 295 );
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SetHits( 196, 213 );
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SetDamage( 9, 15 );
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SetSkill( SkillName.Concentration, 70.1, 85.0 );
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SetSkill( SkillName.Magery, 70.1, 85.0 );
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SetSkill( SkillName.MagicResist, 60.1, 75.0 );
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SetSkill( SkillName.Tactics, 80.1, 90.0 );
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SetSkill( SkillName.HandToHand, 70.1, 90.0 );
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Fame = 10000;
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Karma = -10000;
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VirtualArmor = 40;
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PackItem( new BlackPearl( Utility.RandomMinMax( 10, 25 ) ) );
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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, 2 );
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AddLoot( LootPack.MedPotions );
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}
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public override bool BleedImmune{ get{ return true; } }
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public DeepSeaElemental( 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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