#W# Initial Commit: Avatars Conquest
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103
Scripts/Mobiles/Elemental/SandVortex.cs
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103
Scripts/Mobiles/Elemental/SandVortex.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 sand vortex corpse" )]
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public class SandVortex : BaseCreature
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{
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[Constructable]
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public SandVortex() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a sand vortex";
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Body = 13;
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Hue = 2309;
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BaseSoundID = 263;
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SetStr( 96, 120 );
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SetDex( 171, 195 );
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SetInt( 76, 100 );
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SetHits( 51, 62 );
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SetDamage( 3, 16 );
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SetSkill( SkillName.MagicResist, 150.0 );
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SetSkill( SkillName.Tactics, 70.0 );
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SetSkill( SkillName.HandToHand, 80.0 );
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Fame = 4500;
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Karma = -4500;
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VirtualArmor = 28;
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PackItem( new Bone() );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Meager, 2 );
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}
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private DateTime m_NextAttack;
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public override void OnActionCombat()
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{
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Mobile combatant = Combatant;
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if ( combatant == null || combatant.Deleted || combatant.Map != Map || !InRange( combatant, 12 ) || !CanBeHarmful( combatant ) || !InLOS( combatant ) )
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return;
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if ( DateTime.Now >= m_NextAttack )
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{
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SandAttack( combatant );
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m_NextAttack = DateTime.Now + TimeSpan.FromSeconds( 10.0 + (10.0 * Utility.RandomDouble()) );
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}
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}
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public void SandAttack( Mobile m )
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{
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DoHarmful( m );
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m.FixedParticles( 0x36B0, 10, 25, 9540, 2413, 0, EffectLayer.Waist );
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new InternalTimer( m, this ).Start();
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}
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private class InternalTimer : Timer
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{
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private Mobile m_Mobile, m_From;
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public InternalTimer( Mobile m, Mobile from ) : base( TimeSpan.FromSeconds( 1.0 ) )
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{
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m_Mobile = m;
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m_From = from;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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m_Mobile.PlaySound( 0x4CF );
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Ultima.Damage( m_Mobile, m_From, Utility.RandomMinMax( 1, 40 ) );
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}
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}
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public SandVortex( 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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