Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
commit
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3324 changed files with 441118 additions and 433755 deletions
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@ -2,76 +2,86 @@ using Server.Items;
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namespace Server.Mobiles
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{
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public class Skeleton : BaseCreature
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{
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public override string CorpseName => "a skeletal corpse";
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public override string DefaultName => "a skeleton";
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public class Skeleton : BaseCreature
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{
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[Constructible]
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public Skeleton() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Body = Utility.RandomList(50, 56);
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BaseSoundID = 0x48D;
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[Constructible]
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public Skeleton() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Body = Utility.RandomList( 50, 56 );
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BaseSoundID = 0x48D;
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SetStr(56, 80);
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SetDex(56, 75);
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SetInt(16, 40);
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SetStr( 56, 80 );
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SetDex( 56, 75 );
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SetInt( 16, 40 );
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SetHits(34, 48);
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SetHits( 34, 48 );
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SetDamage(3, 7);
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SetDamage( 3, 7 );
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SetDamageType(ResistanceType.Physical, 100);
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance(ResistanceType.Physical, 15, 20);
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SetResistance(ResistanceType.Fire, 5, 10);
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SetResistance(ResistanceType.Cold, 25, 40);
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SetResistance(ResistanceType.Poison, 25, 35);
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SetResistance(ResistanceType.Energy, 5, 15);
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SetResistance( ResistanceType.Physical, 15, 20 );
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SetResistance( ResistanceType.Fire, 5, 10 );
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SetResistance( ResistanceType.Cold, 25, 40 );
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SetResistance( ResistanceType.Poison, 25, 35 );
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SetResistance( ResistanceType.Energy, 5, 15 );
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SetSkill(SkillName.MagicResist, 45.1, 60.0);
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SetSkill(SkillName.Tactics, 45.1, 60.0);
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SetSkill(SkillName.Wrestling, 45.1, 55.0);
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SetSkill( SkillName.MagicResist, 45.1, 60.0 );
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SetSkill( SkillName.Tactics, 45.1, 60.0 );
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SetSkill( SkillName.Wrestling, 45.1, 55.0 );
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Fame = 450;
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Karma = -450;
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Fame = 450;
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Karma = -450;
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VirtualArmor = 16;
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VirtualArmor = 16;
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switch (Utility.Random(5))
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{
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case 0:
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PackItem(new BoneArms());
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break;
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case 1:
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PackItem(new BoneChest());
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break;
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case 2:
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PackItem(new BoneGloves());
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break;
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case 3:
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PackItem(new BoneLegs());
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break;
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case 4:
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PackItem(new BoneHelm());
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break;
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}
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}
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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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}
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public Skeleton(Serial serial) : base(serial)
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{
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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 string CorpseName => "a skeletal corpse";
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public override string DefaultName => "a skeleton";
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lesser;
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lesser;
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public Skeleton( Serial serial ) : base( serial )
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{
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}
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public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead;
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public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead;
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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 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 Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(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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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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