Fixes code according to modern code style. Fixes a few expression bugs.
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89eea25e5f
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3324 changed files with 441118 additions and 433755 deletions
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@ -1,62 +1,62 @@
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namespace Server.Mobiles
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{
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public class ArcaneFey : BaseCreature
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{
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public override string CorpseName => "a pixie corpse";
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public override double DispelDifficulty => 70.0;
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public override double DispelFocus => 20.0;
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public class ArcaneFey : BaseCreature
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{
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[Constructible]
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public ArcaneFey() : base(AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4)
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{
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Name = NameList.RandomName("pixie");
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Body = 128;
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BaseSoundID = 0x467;
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public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead;
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public override bool InitialInnocent => true;
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SetStr(20);
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SetDex(150);
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SetInt(125);
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[Constructible]
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public ArcaneFey() : base( AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4 )
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{
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Name = NameList.RandomName( "pixie" );
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Body = 128;
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BaseSoundID = 0x467;
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SetDamage(9, 15);
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SetStr( 20 );
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SetDex( 150 );
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SetInt( 125 );
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SetDamageType(ResistanceType.Physical, 100);
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SetDamage( 9, 15 );
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SetResistance(ResistanceType.Physical, 80, 90);
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SetResistance(ResistanceType.Fire, 40, 50);
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SetResistance(ResistanceType.Cold, 40, 50);
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SetResistance(ResistanceType.Poison, 40, 50);
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SetResistance(ResistanceType.Energy, 40, 50);
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SetDamageType( ResistanceType.Physical, 100 );
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SetSkill(SkillName.EvalInt, 70.1, 80.0);
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SetSkill(SkillName.Magery, 70.1, 80.0);
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SetSkill(SkillName.Meditation, 70.1, 80.0);
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SetSkill(SkillName.MagicResist, 50.5, 100.0);
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SetSkill(SkillName.Tactics, 10.1, 20.0);
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SetSkill(SkillName.Wrestling, 10.1, 12.5);
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SetResistance( ResistanceType.Physical, 80, 90 );
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SetResistance( ResistanceType.Fire, 40, 50 );
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SetResistance( ResistanceType.Cold, 40, 50 );
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SetResistance( ResistanceType.Poison, 40, 50 );
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SetResistance( ResistanceType.Energy, 40, 50 );
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Fame = 0;
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Karma = 0;
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SetSkill( SkillName.EvalInt, 70.1, 80.0 );
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SetSkill( SkillName.Magery, 70.1, 80.0 );
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SetSkill( SkillName.Meditation, 70.1, 80.0 );
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SetSkill( SkillName.MagicResist, 50.5, 100.0 );
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SetSkill( SkillName.Tactics, 10.1, 20.0 );
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SetSkill( SkillName.Wrestling, 10.1, 12.5 );
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ControlSlots = 1;
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}
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Fame = 0;
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Karma = 0;
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public ArcaneFey(Serial serial) : base(serial)
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{
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}
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ControlSlots = 1;
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}
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public override string CorpseName => "a pixie corpse";
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public override double DispelDifficulty => 70.0;
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public override double DispelFocus => 20.0;
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public ArcaneFey( 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 bool InitialInnocent => true;
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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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@ -1,63 +1,63 @@
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namespace Server.Mobiles
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{
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public class ArcaneFiend : BaseCreature
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{
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public override string CorpseName => "an imp corpse";
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public override double DispelDifficulty => 70.0;
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public override double DispelFocus => 20.0;
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public class ArcaneFiend : BaseCreature
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{
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[Constructible]
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public ArcaneFiend() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Body = 74;
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BaseSoundID = 422;
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public override PackInstinct PackInstinct => PackInstinct.Daemon;
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public override bool BleedImmune => true; //TODO: Verify on OSI. Guide says this.
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public override string DefaultName => "an imp";
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SetStr(55);
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SetDex(40);
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SetInt(60);
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[Constructible]
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public ArcaneFiend() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Body = 74;
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BaseSoundID = 422;
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SetDamage(10, 14);
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SetStr( 55 );
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SetDex( 40 );
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SetInt( 60 );
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SetDamageType(ResistanceType.Physical, 0);
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SetDamageType(ResistanceType.Fire, 50);
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SetDamageType(ResistanceType.Poison, 50);
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SetDamage( 10, 14 );
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SetResistance(ResistanceType.Physical, 25, 35);
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SetResistance(ResistanceType.Fire, 40, 50);
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SetResistance(ResistanceType.Cold, 20, 30);
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SetResistance(ResistanceType.Poison, 30, 40);
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SetResistance(ResistanceType.Energy, 30, 40);
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SetDamageType( ResistanceType.Physical, 0 );
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SetDamageType( ResistanceType.Fire, 50 );
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SetDamageType( ResistanceType.Poison, 50 );
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SetSkill(SkillName.EvalInt, 20.1, 30.0);
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SetSkill(SkillName.Magery, 60.1, 70.0);
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SetSkill(SkillName.MagicResist, 30.1, 50.0);
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SetSkill(SkillName.Tactics, 42.1, 50.0);
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SetSkill(SkillName.Wrestling, 40.1, 44.0);
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SetResistance( ResistanceType.Physical, 25, 35 );
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SetResistance( ResistanceType.Fire, 40, 50 );
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SetResistance( ResistanceType.Cold, 20, 30 );
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SetResistance( ResistanceType.Poison, 30, 40 );
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SetResistance( ResistanceType.Energy, 30, 40 );
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Fame = 0;
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Karma = 0;
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SetSkill( SkillName.EvalInt, 20.1, 30.0 );
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SetSkill( SkillName.Magery, 60.1, 70.0 );
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SetSkill( SkillName.MagicResist, 30.1, 50.0 );
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SetSkill( SkillName.Tactics, 42.1, 50.0 );
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SetSkill( SkillName.Wrestling, 40.1, 44.0 );
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ControlSlots = 1;
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}
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Fame = 0;
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Karma = 0;
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public ArcaneFiend(Serial serial) : base(serial)
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{
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}
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ControlSlots = 1;
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}
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public override string CorpseName => "an imp corpse";
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public override double DispelDifficulty => 70.0;
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public override double DispelFocus => 20.0;
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public ArcaneFiend( Serial serial ) : base( serial )
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{
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}
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public override PackInstinct PackInstinct => PackInstinct.Daemon;
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public override bool BleedImmune => true; //TODO: Verify on OSI. Guide says this.
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public override string DefaultName => "an imp";
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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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@ -2,84 +2,84 @@ using System;
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namespace Server.Mobiles
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{
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public class NatureFury : BaseCreature
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{
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public override bool DeleteCorpseOnDeath => Core.AOS;
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public override bool IsHouseSummonable => true;
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public class NatureFury : BaseCreature
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{
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[Constructible]
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public NatureFury()
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: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Body = 0x33;
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Hue = 0x4001;
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public override double DispelDifficulty => 125.0;
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public override double DispelFocus => 90.0;
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SetStr(150);
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SetDex(150);
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SetInt(100);
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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SetHits(80);
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SetStam(250);
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SetMana(0);
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public override bool AlwaysMurderer => true;
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public override string DefaultName => "a nature's fury";
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SetDamage(6, 8);
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[Constructible]
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public NatureFury()
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Body = 0x33;
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Hue = 0x4001;
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SetDamageType(ResistanceType.Poison, 100);
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SetDamageType(ResistanceType.Physical, 0);
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SetResistance(ResistanceType.Physical, 90);
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SetStr( 150 );
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SetDex( 150 );
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SetInt( 100 );
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SetSkill(SkillName.Wrestling, 90.0);
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SetSkill(SkillName.MagicResist, 70.0);
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SetSkill(SkillName.Tactics, 100.0);
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SetHits( 80 );
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SetStam( 250 );
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SetMana( 0 );
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Fame = 0;
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Karma = 0;
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SetDamage( 6, 8 );
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ControlSlots = 1;
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}
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SetDamageType( ResistanceType.Poison, 100 );
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SetDamageType( ResistanceType.Physical, 0 );
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SetResistance( ResistanceType.Physical, 90 );
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public NatureFury(Serial serial)
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: base(serial)
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{
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}
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SetSkill( SkillName.Wrestling, 90.0 );
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SetSkill( SkillName.MagicResist, 70.0 );
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SetSkill( SkillName.Tactics, 100.0 );
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public override bool DeleteCorpseOnDeath => Core.AOS;
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public override bool IsHouseSummonable => true;
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Fame = 0;
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Karma = 0;
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public override double DispelDifficulty => 125.0;
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public override double DispelFocus => 90.0;
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ControlSlots = 1;
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}
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override void MoveToWorld( Point3D loc, Map map )
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{
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base.MoveToWorld( loc, map );
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Timer.DelayCall( TimeSpan.Zero, DoEffects );
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}
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public override bool AlwaysMurderer => true;
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public override string DefaultName => "a nature's fury";
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public void DoEffects()
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{
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FixedParticles( 0x91C, 10, 180, 0x2543, 0, 0, EffectLayer.Waist );
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PlaySound( 0xE );
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PlaySound( 0x1BC );
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public override void MoveToWorld(Point3D loc, Map map)
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{
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base.MoveToWorld(loc, map);
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Timer.DelayCall(TimeSpan.Zero, DoEffects);
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}
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if ( Alive && !Deleted )
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Timer.DelayCall( TimeSpan.FromSeconds( 7.0 ), DoEffects );
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}
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public void DoEffects()
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{
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FixedParticles(0x91C, 10, 180, 0x2543, 0, 0, EffectLayer.Waist);
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PlaySound(0xE);
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PlaySound(0x1BC);
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public NatureFury( Serial serial )
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: base( serial )
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{
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}
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if (Alive && !Deleted)
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Timer.DelayCall(TimeSpan.FromSeconds(7.0), DoEffects);
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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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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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Delete();
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}
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}
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}
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Delete();
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}
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}
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}
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