Fixes code according to modern code style. Fixes a few expression bugs.
This commit is contained in:
parent
89eea25e5f
commit
970fd563b2
3324 changed files with 441118 additions and 433755 deletions
|
|
@ -2,103 +2,98 @@ using Server.Items;
|
|||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class GargoyleDestroyer : BaseCreature
|
||||
{
|
||||
public override string CorpseName => "a gargoyle corpse";
|
||||
public override string DefaultName => "a gargoyle destroyer";
|
||||
public class GargoyleDestroyer : BaseCreature
|
||||
{
|
||||
[Constructible]
|
||||
public GargoyleDestroyer() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4)
|
||||
{
|
||||
Body = 0x2F3;
|
||||
BaseSoundID = 0x174;
|
||||
|
||||
[Constructible]
|
||||
public GargoyleDestroyer() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
|
||||
{
|
||||
Body = 0x2F3;
|
||||
BaseSoundID = 0x174;
|
||||
SetStr(760, 850);
|
||||
SetDex(102, 150);
|
||||
SetInt(152, 200);
|
||||
|
||||
SetStr( 760, 850 );
|
||||
SetDex( 102, 150 );
|
||||
SetInt( 152, 200 );
|
||||
SetHits(482, 485);
|
||||
|
||||
SetHits( 482, 485 );
|
||||
SetDamage(7, 14);
|
||||
|
||||
SetDamage( 7, 14 );
|
||||
SetResistance(ResistanceType.Physical, 40, 60);
|
||||
SetResistance(ResistanceType.Fire, 60, 70);
|
||||
SetResistance(ResistanceType.Cold, 15, 25);
|
||||
SetResistance(ResistanceType.Poison, 15, 25);
|
||||
SetResistance(ResistanceType.Energy, 15, 25);
|
||||
|
||||
SetResistance( ResistanceType.Physical, 40, 60 );
|
||||
SetResistance( ResistanceType.Fire, 60, 70 );
|
||||
SetResistance( ResistanceType.Cold, 15, 25 );
|
||||
SetResistance( ResistanceType.Poison, 15, 25 );
|
||||
SetResistance( ResistanceType.Energy, 15, 25 );
|
||||
SetSkill(SkillName.Wrestling, 90.1, 100.0);
|
||||
SetSkill(SkillName.Tactics, 90.1, 100.0);
|
||||
SetSkill(SkillName.MagicResist, 120.4, 160.0);
|
||||
SetSkill(SkillName.Anatomy, 50.5, 100.0);
|
||||
SetSkill(SkillName.Swords, 90.1, 100.0);
|
||||
SetSkill(SkillName.Macing, 90.1, 100.0);
|
||||
SetSkill(SkillName.Fencing, 90.1, 100.0);
|
||||
SetSkill(SkillName.Magery, 90.1, 100.0);
|
||||
SetSkill(SkillName.EvalInt, 90.1, 100.0);
|
||||
SetSkill(SkillName.Meditation, 90.1, 100.0);
|
||||
|
||||
SetSkill( SkillName.Wrestling, 90.1, 100.0 );
|
||||
SetSkill( SkillName.Tactics, 90.1, 100.0 );
|
||||
SetSkill( SkillName.MagicResist, 120.4, 160.0 );
|
||||
SetSkill( SkillName.Anatomy, 50.5, 100.0 );
|
||||
SetSkill( SkillName.Swords, 90.1, 100.0 );
|
||||
SetSkill( SkillName.Macing, 90.1, 100.0 );
|
||||
SetSkill( SkillName.Fencing, 90.1, 100.0 );
|
||||
SetSkill( SkillName.Magery, 90.1, 100.0 );
|
||||
SetSkill( SkillName.EvalInt, 90.1, 100.0 );
|
||||
SetSkill( SkillName.Meditation, 90.1, 100.0 );
|
||||
Fame = 10000;
|
||||
Karma = -10000;
|
||||
|
||||
Fame = 10000;
|
||||
Karma = -10000;
|
||||
VirtualArmor = 50;
|
||||
|
||||
VirtualArmor = 50;
|
||||
if (0.2 > Utility.RandomDouble())
|
||||
PackItem(new GargoylesPickaxe());
|
||||
}
|
||||
|
||||
if ( 0.2 > Utility.RandomDouble() )
|
||||
PackItem( new GargoylesPickaxe() );
|
||||
}
|
||||
public GargoyleDestroyer(Serial serial) : base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override void GenerateLoot()
|
||||
{
|
||||
AddLoot( LootPack.FilthyRich );
|
||||
AddLoot( LootPack.Rich );
|
||||
AddLoot( LootPack.MedScrolls );
|
||||
AddLoot( LootPack.Gems, 2 );
|
||||
}
|
||||
public override string CorpseName => "a gargoyle corpse";
|
||||
public override string DefaultName => "a gargoyle destroyer";
|
||||
|
||||
public override bool BardImmune => !Core.AOS;
|
||||
public override int Meat => 1;
|
||||
public override bool CanFly => true;
|
||||
public override bool BardImmune => !Core.AOS;
|
||||
public override int Meat => 1;
|
||||
public override bool CanFly => true;
|
||||
|
||||
public override void OnDamagedBySpell( Mobile from )
|
||||
{
|
||||
if ( from != null && from.Alive && 0.4 > Utility.RandomDouble() )
|
||||
{
|
||||
ThrowHatchet( from );
|
||||
}
|
||||
}
|
||||
public override void GenerateLoot()
|
||||
{
|
||||
AddLoot(LootPack.FilthyRich);
|
||||
AddLoot(LootPack.Rich);
|
||||
AddLoot(LootPack.MedScrolls);
|
||||
AddLoot(LootPack.Gems, 2);
|
||||
}
|
||||
|
||||
public override void OnGotMeleeAttack( Mobile attacker )
|
||||
{
|
||||
base.OnGotMeleeAttack( attacker );
|
||||
public override void OnDamagedBySpell(Mobile from)
|
||||
{
|
||||
if (from != null && from.Alive && 0.4 > Utility.RandomDouble()) ThrowHatchet(from);
|
||||
}
|
||||
|
||||
if ( attacker != null && attacker.Alive && attacker.Weapon is BaseRanged && 0.4 > Utility.RandomDouble() )
|
||||
{
|
||||
ThrowHatchet( attacker );
|
||||
}
|
||||
}
|
||||
public override void OnGotMeleeAttack(Mobile attacker)
|
||||
{
|
||||
base.OnGotMeleeAttack(attacker);
|
||||
|
||||
public void ThrowHatchet( Mobile to )
|
||||
{
|
||||
int damage = 50;
|
||||
MovingEffect( to, 0xF43, 10, 0, false, false );
|
||||
DoHarmful( to );
|
||||
AOS.Damage( to, this, damage, 100, 0, 0, 0, 0 );
|
||||
}
|
||||
if (attacker != null && attacker.Alive && attacker.Weapon is BaseRanged && 0.4 > Utility.RandomDouble())
|
||||
ThrowHatchet(attacker);
|
||||
}
|
||||
|
||||
public GargoyleDestroyer( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
public void ThrowHatchet(Mobile to)
|
||||
{
|
||||
int damage = 50;
|
||||
MovingEffect(to, 0xF43, 10, 0, false, false);
|
||||
DoHarmful(to);
|
||||
AOS.Damage(to, this, damage, 100, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
writer.Write( (int) 0 );
|
||||
}
|
||||
public override void Serialize(GenericWriter writer)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(0);
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue