Reorganizes Project (#41)
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3499 changed files with 79 additions and 55 deletions
113
Projects/Scripts/Mobiles/Monsters/ML/Labyrinth/Miasma.cs
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113
Projects/Scripts/Mobiles/Monsters/ML/Labyrinth/Miasma.cs
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using Server.Items;
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namespace Server.Mobiles
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{
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public class Miasma : Scorpion
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{
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[Constructible]
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public Miasma()
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{
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IsParagon = true;
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Hue = 0x8FD;
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SetStr(255, 847);
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SetDex(145, 428);
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SetInt(26, 380);
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SetHits(750, 2000);
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SetMana(5, 60);
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SetDamage(20, 30);
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SetDamageType(ResistanceType.Physical, 60);
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SetDamageType(ResistanceType.Poison, 40);
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SetResistance(ResistanceType.Physical, 50, 54);
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SetResistance(ResistanceType.Fire, 40, 45);
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SetResistance(ResistanceType.Cold, 50, 55);
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SetResistance(ResistanceType.Poison, 70, 80);
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SetResistance(ResistanceType.Energy, 40, 45);
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SetSkill(SkillName.Wrestling, 84.9, 103.3);
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SetSkill(SkillName.Tactics, 98.4, 110.6);
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SetSkill(SkillName.Anatomy, 0);
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SetSkill(SkillName.MagicResist, 74.4, 77.7);
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SetSkill(SkillName.Poisoning, 128.5, 143.6);
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Fame = 21000;
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Karma = -21000;
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}
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/*
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// TODO: uncomment once added
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public override void OnDeath( Container c )
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{
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base.OnDeath( c );
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if ( Utility.RandomDouble() < 0.025 )
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{
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switch ( Utility.Random( 16 ) )
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{
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case 0: c.DropItem( new MyrmidonGloves() ); break;
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case 1: c.DropItem( new MyrmidonGorget() ); break;
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case 2: c.DropItem( new MyrmidonLegs() ); break;
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case 3: c.DropItem( new MyrmidonArms() ); break;
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case 4: c.DropItem( new PaladinArms() ); break;
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case 5: c.DropItem( new PaladinGorget() ); break;
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case 6: c.DropItem( new LeafweaveLegs() ); break;
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case 7: c.DropItem( new DeathChest() ); break;
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case 8: c.DropItem( new DeathGloves() ); break;
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case 9: c.DropItem( new DeathLegs() ); break;
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case 10: c.DropItem( new GreymistGloves() ); break;
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case 11: c.DropItem( new GreymistArms() ); break;
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case 12: c.DropItem( new AssassinChest() ); break;
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case 13: c.DropItem( new AssassinArms() ); break;
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case 14: c.DropItem( new HunterGloves() ); break;
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case 15: c.DropItem( new HunterLegs() ); break;
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}
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}
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}
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*/
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public Miasma(Serial serial)
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: base(serial)
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{
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}
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public override string CorpseName => "a Miasma corpse";
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public override string DefaultName => "Miasma";
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/* yes, this is OSI style */
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public override double WeaponAbilityChance => 0.75;
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public override double HitPoisonChance => 0.35;
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public override Poison HitPoison => Poison.Lethal;
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public override bool HasManaOveride => true;
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public override bool GivesMLMinorArtifact => true;
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public override int TreasureMapLevel => 5;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.UltraRich, 4);
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}
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public override WeaponAbility GetWeaponAbility()
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{
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return WeaponAbility.MortalStrike;
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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(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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82
Projects/Scripts/Mobiles/Monsters/ML/Labyrinth/Pyre.cs
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82
Projects/Scripts/Mobiles/Monsters/ML/Labyrinth/Pyre.cs
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@ -0,0 +1,82 @@
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using Server.Items;
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namespace Server.Mobiles
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{
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public class Pyre : Phoenix
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{
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[Constructible]
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public Pyre()
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{
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IsParagon = true;
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Hue = 0x489;
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FightMode = FightMode.Closest;
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SetStr(605, 611);
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SetDex(391, 519);
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SetInt(669, 818);
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SetHits(1783, 1939);
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SetDamage(30);
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SetDamageType(ResistanceType.Physical, 50);
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SetDamageType(ResistanceType.Fire, 50);
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SetResistance(ResistanceType.Physical, 65);
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SetResistance(ResistanceType.Fire, 72, 75);
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SetResistance(ResistanceType.Poison, 36, 41);
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SetResistance(ResistanceType.Energy, 50, 51);
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SetSkill(SkillName.Wrestling, 121.9, 130.6);
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SetSkill(SkillName.Tactics, 114.4, 117.4);
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SetSkill(SkillName.MagicResist, 147.7, 153.0);
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SetSkill(SkillName.Poisoning, 122.8, 124.0);
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SetSkill(SkillName.Magery, 121.8, 127.8);
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SetSkill(SkillName.EvalInt, 103.6, 117.0);
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SetSkill(SkillName.Meditation, 100.0, 110.0);
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Fame = 21000;
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Karma = -21000;
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}
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public Pyre(Serial serial)
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: base(serial)
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{
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}
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public override string CorpseName => "a Pyre corpse";
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public override string DefaultName => "Pyre";
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public override bool GivesMLMinorArtifact => true;
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public override int TreasureMapLevel => 5;
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public override bool HasAura => true;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.UltraRich, 3);
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}
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public override WeaponAbility GetWeaponAbility()
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{
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if (Utility.RandomBool())
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return WeaponAbility.ParalyzingBlow;
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return WeaponAbility.BleedAttack;
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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(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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77
Projects/Scripts/Mobiles/Monsters/ML/Labyrinth/Rend.cs
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77
Projects/Scripts/Mobiles/Monsters/ML/Labyrinth/Rend.cs
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@ -0,0 +1,77 @@
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using Server.Items;
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namespace Server.Mobiles
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{
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public class Rend : Reptalon
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{
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[Constructible]
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public Rend()
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{
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IsParagon = true;
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Hue = 0x455;
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SetStr(1261, 1284);
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SetDex(363, 384);
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SetInt(601, 642);
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SetHits(5176, 6100);
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SetDamage(26, 33);
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SetDamageType(ResistanceType.Physical, 100);
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SetDamageType(ResistanceType.Poison, 0);
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SetDamageType(ResistanceType.Energy, 0);
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SetResistance(ResistanceType.Physical, 75, 85);
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SetResistance(ResistanceType.Fire, 81, 94);
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SetResistance(ResistanceType.Cold, 46, 55);
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SetResistance(ResistanceType.Poison, 35, 44);
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SetResistance(ResistanceType.Energy, 45, 52);
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SetSkill(SkillName.Wrestling, 136.3, 150.3);
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SetSkill(SkillName.Tactics, 133.4, 141.4);
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SetSkill(SkillName.MagicResist, 90.9, 110.0);
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SetSkill(SkillName.Anatomy, 66.6, 72.0);
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Fame = 21000;
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Karma = -21000;
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}
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public Rend(Serial serial)
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: base(serial)
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{
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}
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public override string CorpseName => "a Rend corpse";
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public override string DefaultName => "Rend";
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public override bool GivesMLMinorArtifact => true;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.UltraRich, 3);
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}
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public override WeaponAbility GetWeaponAbility()
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{
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if (Utility.RandomBool())
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return WeaponAbility.ParalyzingBlow;
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return WeaponAbility.BleedAttack;
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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(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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