Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -2,76 +2,86 @@ using Server.Items;
namespace Server.Mobiles
{
public class Skeleton : BaseCreature
{
public override string CorpseName => "a skeletal corpse";
public override string DefaultName => "a skeleton";
public class Skeleton : BaseCreature
{
[Constructible]
public Skeleton() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
Body = Utility.RandomList(50, 56);
BaseSoundID = 0x48D;
[Constructible]
public Skeleton() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Body = Utility.RandomList( 50, 56 );
BaseSoundID = 0x48D;
SetStr(56, 80);
SetDex(56, 75);
SetInt(16, 40);
SetStr( 56, 80 );
SetDex( 56, 75 );
SetInt( 16, 40 );
SetHits(34, 48);
SetHits( 34, 48 );
SetDamage(3, 7);
SetDamage( 3, 7 );
SetDamageType(ResistanceType.Physical, 100);
SetDamageType( ResistanceType.Physical, 100 );
SetResistance(ResistanceType.Physical, 15, 20);
SetResistance(ResistanceType.Fire, 5, 10);
SetResistance(ResistanceType.Cold, 25, 40);
SetResistance(ResistanceType.Poison, 25, 35);
SetResistance(ResistanceType.Energy, 5, 15);
SetResistance( ResistanceType.Physical, 15, 20 );
SetResistance( ResistanceType.Fire, 5, 10 );
SetResistance( ResistanceType.Cold, 25, 40 );
SetResistance( ResistanceType.Poison, 25, 35 );
SetResistance( ResistanceType.Energy, 5, 15 );
SetSkill(SkillName.MagicResist, 45.1, 60.0);
SetSkill(SkillName.Tactics, 45.1, 60.0);
SetSkill(SkillName.Wrestling, 45.1, 55.0);
SetSkill( SkillName.MagicResist, 45.1, 60.0 );
SetSkill( SkillName.Tactics, 45.1, 60.0 );
SetSkill( SkillName.Wrestling, 45.1, 55.0 );
Fame = 450;
Karma = -450;
Fame = 450;
Karma = -450;
VirtualArmor = 16;
VirtualArmor = 16;
switch (Utility.Random(5))
{
case 0:
PackItem(new BoneArms());
break;
case 1:
PackItem(new BoneChest());
break;
case 2:
PackItem(new BoneGloves());
break;
case 3:
PackItem(new BoneLegs());
break;
case 4:
PackItem(new BoneHelm());
break;
}
}
switch ( Utility.Random( 5 ))
{
case 0: PackItem( new BoneArms() ); break;
case 1: PackItem( new BoneChest() ); break;
case 2: PackItem( new BoneGloves() ); break;
case 3: PackItem( new BoneLegs() ); break;
case 4: PackItem( new BoneHelm() ); break;
}
}
public Skeleton(Serial serial) : base(serial)
{
}
public override void GenerateLoot()
{
AddLoot( LootPack.Poor );
}
public override string CorpseName => "a skeletal corpse";
public override string DefaultName => "a skeleton";
public override bool BleedImmune => true;
public override Poison PoisonImmune => Poison.Lesser;
public override bool BleedImmune => true;
public override Poison PoisonImmune => Poison.Lesser;
public Skeleton( Serial serial ) : base( serial )
{
}
public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead;
public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead;
public override void GenerateLoot()
{
AddLoot(LootPack.Poor);
}
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();
}
}
}