BritainKnights/Scripts/Mobiles/Sea/Leviathan.cs

84 lines
No EOL
2.1 KiB
C#

using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a leviathan corpse" )]
public class Leviathan : BaseCreature
{
[Constructable]
public Leviathan() : this( null )
{
}
[Constructable]
public Leviathan( Mobile fisher ) : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "a leviathan";
Body = 144;
BaseSoundID = 353;
Hue = 1189;
SetStr( 1000 );
SetDex( 501, 520 );
SetInt( 501, 515 );
SetHits( 1500 );
SetDamage( 25, 33 );
SetSkill( SkillName.Concentration, 97.6, 107.5 );
SetSkill( SkillName.Magery, 97.6, 107.5 );
SetSkill( SkillName.MagicResist, 97.6, 107.5 );
SetSkill( SkillName.Meditation, 97.6, 107.5 );
SetSkill( SkillName.Tactics, 97.6, 107.5 );
SetSkill( SkillName.HandToHand, 97.6, 107.5 );
Fame = 24000;
Karma = -24000;
VirtualArmor = 50;
CanSwim = true;
CantWalk = true;
}
public override bool HasBreath{ get{ return true; } }
public override int BreathPhysicalDamage{ get{ return 70; } } // TODO: Verify damage type
public override int BreathColdDamage{ get{ return 30; } }
public override int BreathFireDamage{ get{ return 0; } }
public override int BreathEffectHue{ get{ return 0x1ED; } }
public override double BreathDamageScalar{ get{ return 0.05; } }
public override double BreathMinDelay{ get{ return 5.0; } }
public override double BreathMaxDelay{ get{ return 7.5; } }
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich, 5 );
}
public override double TreasureMapChance{ get{ return 0.25; } }
public override int Meat{ get{ return 28; } }
public override MeatType MeatType{ get{ return MeatType.Fish; } }
public Leviathan( 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();
}
}
}