#W# Initial Commit: Avatars Conquest
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72
Scripts/Mobiles/Undead/BoneClaw.cs
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72
Scripts/Mobiles/Undead/BoneClaw.cs
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using System;
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using System.Collections;
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using Server.Items;
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using Server.Targeting;
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namespace Server.Mobiles
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{
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[CorpseName( "a skeletal corpse" )]
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public class BoneClaw : BaseCreature
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{
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[Constructable]
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public BoneClaw() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a bone claw";
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Body = 331;
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BaseSoundID = 0x48D;
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Clan = Clan.Undead;
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SetStr( 156, 180 );
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SetDex( 156, 175 );
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SetInt( 16, 40 );
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SetHits( 134, 148 );
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SetDamage( 13, 17 );
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SetSkill( SkillName.MagicResist, 45.1, 60.0 );
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SetSkill( SkillName.Tactics, 85.1, 100.0 );
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SetSkill( SkillName.HandToHand, 85.1, 105.0 );
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Fame = 650;
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Karma = -650;
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VirtualArmor = 28;
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switch ( Utility.Random( 5 ))
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{
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case 0: PackItem( new BoneArms() ); break;
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case 1: PackItem( new BoneChest() ); break;
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case 2: PackItem( new BoneGloves() ); break;
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case 3: PackItem( new BoneLegs() ); break;
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case 4: PackItem( new BoneHelm() ); break;
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}
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PackItem( new Bone( Utility.RandomList(1,2,3,4) ) );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Poor );
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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 BoneClaw( 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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