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

@ -3,128 +3,124 @@ using System.Collections;
namespace Server.Mobiles
{
public class EnergyVortex : BaseCreature
{
public override string CorpseName => "an energy vortex corpse";
public override bool DeleteCorpseOnDeath => Summoned;
public override bool AlwaysMurderer => true; // Or Llama vortices will appear gray.
public class EnergyVortex : BaseCreature
{
[Constructible]
public EnergyVortex()
: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
{
if (Core.SE && 0.002 > Utility.RandomDouble()) // Per OSI FoF, it's a 1/500 chance.
{
// Llama vortex!
Body = 0xDC;
Hue = 0x76;
}
else
{
Body = 164;
}
public override double DispelDifficulty => 80.0;
public override double DispelFocus => 20.0;
SetStr(200);
SetDex(200);
SetInt(100);
public override double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly )
{
return ( m.Int + m.Skills[SkillName.Magery].Value ) / Math.Max( GetDistanceToSqrt( m ), 1.0 );
}
SetHits(Core.SE ? 140 : 70);
SetStam(250);
SetMana(0);
public override string DefaultName => "an energy vortex";
SetDamage(14, 17);
[Constructible]
public EnergyVortex()
: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
if ( Core.SE && 0.002 > Utility.RandomDouble() ) // Per OSI FoF, it's a 1/500 chance.
{
// Llama vortex!
Body = 0xDC;
Hue = 0x76;
}
else
{
Body = 164;
}
SetDamageType(ResistanceType.Physical, 0);
SetDamageType(ResistanceType.Energy, 100);
SetStr( 200 );
SetDex( 200 );
SetInt( 100 );
SetResistance(ResistanceType.Physical, 60, 70);
SetResistance(ResistanceType.Fire, 40, 50);
SetResistance(ResistanceType.Cold, 40, 50);
SetResistance(ResistanceType.Poison, 40, 50);
SetResistance(ResistanceType.Energy, 90, 100);
SetHits( ( Core.SE ) ? 140 : 70 );
SetStam( 250 );
SetMana( 0 );
SetSkill(SkillName.MagicResist, 99.9);
SetSkill(SkillName.Tactics, 100.0);
SetSkill(SkillName.Wrestling, 120.0);
SetDamage( 14, 17 );
Fame = 0;
Karma = 0;
SetDamageType( ResistanceType.Physical, 0 );
SetDamageType( ResistanceType.Energy, 100 );
SetResistance( ResistanceType.Physical, 60, 70 );
SetResistance( ResistanceType.Fire, 40, 50 );
SetResistance( ResistanceType.Cold, 40, 50 );
SetResistance( ResistanceType.Poison, 40, 50 );
SetResistance( ResistanceType.Energy, 90, 100 );
SetSkill( SkillName.MagicResist, 99.9 );
SetSkill( SkillName.Tactics, 100.0 );
SetSkill( SkillName.Wrestling, 120.0 );
Fame = 0;
Karma = 0;
VirtualArmor = 40;
ControlSlots = ( Core.SE ) ? 2 : 1;
}
public override bool BleedImmune => true;
public override Poison PoisonImmune => Poison.Lethal;
public override int GetAngerSound()
{
return 0x15;
}
public override int GetAttackSound()
{
return 0x28;
}
public override void OnThink()
{
if ( Core.SE && Summoned )
{
ArrayList spirtsOrVortexes = new ArrayList();
foreach ( Mobile m in GetMobilesInRange( 5 ) )
{
if ( m is EnergyVortex || m is BladeSpirits )
{
if ( ( (BaseCreature) m ).Summoned )
spirtsOrVortexes.Add( m );
}
}
while ( spirtsOrVortexes.Count > 6 )
{
int index = Utility.Random( spirtsOrVortexes.Count );
//TODO: Confirm if it's the dispel with all the pretty effects or just a deletion of it.
Dispel( ( (Mobile) spirtsOrVortexes[index] ) );
spirtsOrVortexes.RemoveAt( index );
}
}
base.OnThink();
}
VirtualArmor = 40;
ControlSlots = Core.SE ? 2 : 1;
}
public EnergyVortex( Serial serial )
: base( serial )
{
}
public EnergyVortex(Serial serial)
: base(serial)
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
public override string CorpseName => "an energy vortex corpse";
public override bool DeleteCorpseOnDeath => Summoned;
public override bool AlwaysMurderer => true; // Or Llama vortices will appear gray.
writer.Write( (int) 0 ); // version
}
public override double DispelDifficulty => 80.0;
public override double DispelFocus => 20.0;
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
public override string DefaultName => "an energy vortex";
int version = reader.ReadInt();
public override bool BleedImmune => true;
public override Poison PoisonImmune => Poison.Lethal;
if ( BaseSoundID == 263 )
BaseSoundID = 0;
}
}
}
public override double GetFightModeRanking(Mobile m, FightMode acqType, bool bPlayerOnly)
{
return (m.Int + m.Skills[SkillName.Magery].Value) / Math.Max(GetDistanceToSqrt(m), 1.0);
}
public override int GetAngerSound()
{
return 0x15;
}
public override int GetAttackSound()
{
return 0x28;
}
public override void OnThink()
{
if (Core.SE && Summoned)
{
ArrayList spirtsOrVortexes = new ArrayList();
foreach (Mobile m in GetMobilesInRange(5))
if (m is EnergyVortex || m is BladeSpirits)
if (((BaseCreature)m).Summoned)
spirtsOrVortexes.Add(m);
while (spirtsOrVortexes.Count > 6)
{
int index = Utility.Random(spirtsOrVortexes.Count);
//TODO: Confirm if it's the dispel with all the pretty effects or just a deletion of it.
Dispel((Mobile)spirtsOrVortexes[index]);
spirtsOrVortexes.RemoveAt(index);
}
}
base.OnThink();
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
if (BaseSoundID == 263)
BaseSoundID = 0;
}
}
}