- Hit Life Leech now works in PvP

(http://www.uodemise.com/discussion/showthread.php?t=121298)

- Summoned Daemon now has the proper bodyvalue (AoS+) and effect
(http://www.uodemise.com/discussion/showthread.php?t=127404)

- Two new house signs are added
(http://www.uodemise.com/discussion/showthread.php?t=125409)

- Changes to Satyrs and Dryads:
--> Dryads:
----> they do area peace
----> can partially undress males
----> have chance to drop peculiar or fragrant (not yet implemented) seeds
--> Satyrs:
----> their karma is neutral
----> can peace combatants
----> can provoke nearby creatures to the combatant
----> can undress females
----> can discord combatants
--> Both: can drop spellweaving scrolls
(http://www.uodemise.com/discussion/showthread.php?t=125444)

- Added Auto Arrow Recovery feature (SE+)
(http://www.uodemise.com/discussion/showthread.php?t=114807)
This commit is contained in:
daedalus 2009-12-14 19:01:59 +00:00
parent 37043076e0
commit cd7c2becf7
14 changed files with 511 additions and 98 deletions

View file

@ -1,86 +1,160 @@
using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Misc;
using Server.Engines.Plants;
namespace Server.Mobiles
{
[CorpseName("a dryad corpse")]
[CorpseName( "a dryad's corpse" )]
public class MLDryad : BaseCreature
{
public override bool InitialInnocent { get { return true; } }
/* VULNERABLE TO FEY SLAYER!
* These creatures should be able to cast Area Peace as
* well as cause Players' armor to drop into their backpack*/
public override WeaponAbility GetWeaponAbility()
public override OppositionGroup OppositionGroup
{
return WeaponAbility.Disrobe;
get { return OppositionGroup.FeyAndUndead; }
}
[Constructable]
public MLDryad()
: base(AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.2, 0.4) // NEED TO CHECK
public MLDryad() : base( AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4 )
{
Name = "a dryad";
Body = 266;
BaseSoundID = 0x57B;
SetStr(132, 149);
SetDex(152, 168);
SetInt(251, 280);
SetStr( 132, 149 );
SetDex( 152, 168 );
SetInt( 251, 280 );
SetHits(304, 321);
SetHits( 304, 321 );
SetDamage(11, 20);
SetDamage( 11, 20 );
SetDamageType(ResistanceType.Physical, 100);
SetDamageType( ResistanceType.Physical, 100 );
SetResistance(ResistanceType.Physical, 40, 50);
SetResistance(ResistanceType.Fire, 15, 25);
SetResistance(ResistanceType.Cold, 40, 45);
SetResistance(ResistanceType.Poison, 30, 40);
SetResistance(ResistanceType.Energy, 25, 35);
SetResistance( ResistanceType.Physical, 40, 50 );
SetResistance( ResistanceType.Fire, 15, 25 );
SetResistance( ResistanceType.Cold, 40, 45 );
SetResistance( ResistanceType.Poison, 30, 40 );
SetResistance( ResistanceType.Energy, 25, 35 );
SetSkill(SkillName.Meditation, 80.9, 89.9);
SetSkill(SkillName.EvalInt, 70.3, 78.7);
SetSkill(SkillName.Magery, 70.7, 75.7);
SetSkill(SkillName.Anatomy, 0);
SetSkill(SkillName.MagicResist, 101.7, 117.1);
SetSkill(SkillName.Tactics, 71.7, 79.8);
SetSkill(SkillName.Wrestling, 72.5, 79.5);
SetSkill( SkillName.Meditation, 80.0, 90.0 );
SetSkill( SkillName.EvalInt, 70.0, 80.0 );
SetSkill( SkillName.Magery, 70.0, 80.0 );
SetSkill( SkillName.Anatomy, 0 );
SetSkill( SkillName.MagicResist, 100.0, 120.0 );
SetSkill( SkillName.Tactics, 70.0, 80.0 );
SetSkill( SkillName.Wrestling, 70.0, 80.0 );
Fame = 5000;
Karma = 5000;
VirtualArmor = 28; // Don't know what it should be
if ( Core.ML && Utility.RandomDouble() < .33 )
PackItem( Engines.Plants.Seed.RandomPeculiarSeed(1) );
if ( Core.ML && Utility.RandomDouble() < .60 )
PackItem( Seed.RandomPeculiarSeed( 1 ) );
PackArcanceScroll( 0.05 );
}
public override void GenerateLoot()
{
AddLoot(LootPack.Rich); // Need to verify
AddLoot( LootPack.MlRich );
}
public override int Meat { get { return 1; } }
public MLDryad(Serial serial) : base(serial)
public override void OnThink()
{
base.OnThink();
AreaPeace();
AreaUndress();
}
#region Area Peace
private DateTime m_NextPeace;
public void AreaPeace()
{
if ( Combatant == null || Deleted || !Alive || m_NextPeace > DateTime.Now || 0.1 < Utility.RandomDouble() )
return;
TimeSpan duration = TimeSpan.FromSeconds( Utility.RandomMinMax( 20, 80 ) );
foreach ( Mobile m in GetMobilesInRange( RangePerception ) )
{
PlayerMobile p = m as PlayerMobile;
if ( IsValidTarget( p ) )
{
p.PeacedUntil = DateTime.Now + duration;
p.SendLocalizedMessage( 1072065 ); // You gaze upon the dryad's beauty, and forget to continue battling!
p.FixedParticles( 0x376A, 1, 20, 0x7F5, EffectLayer.Waist );
p.Combatant = null;
}
}
m_NextPeace = DateTime.Now + TimeSpan.FromSeconds( 10 );
PlaySound( 0x1D3 );
}
public bool IsValidTarget( PlayerMobile m )
{
if ( m != null && m.PeacedUntil < DateTime.Now && !m.Hidden && m.AccessLevel == AccessLevel.Player && CanBeHarmful( m ) )
return true;
return false;
}
#endregion
#region Undress
private DateTime m_NextUndress;
public void AreaUndress()
{
if ( Combatant == null || Deleted || !Alive || m_NextUndress > DateTime.Now || 0.005 < Utility.RandomDouble() )
return;
foreach ( Mobile m in GetMobilesInRange( RangePerception ) )
{
if ( m != null && m.Player && !m.Female && !m.Hidden && m.AccessLevel == AccessLevel.Player && CanBeHarmful( m ) )
{
UndressItem( m, Layer.OuterTorso );
UndressItem( m, Layer.InnerTorso );
UndressItem( m, Layer.MiddleTorso );
UndressItem( m, Layer.Pants );
UndressItem( m, Layer.Shirt );
m.SendLocalizedMessage( 1072197 ); // The dryad's beauty makes your blood race. Your clothing is too confining.
}
}
m_NextUndress = DateTime.Now + TimeSpan.FromMinutes( 1 );
}
public void UndressItem( Mobile m, Layer layer )
{
Item item = m.FindItemOnLayer( layer );
if ( item != null && item.Movable )
m.PlaceInBackpack( item );
}
#endregion
public MLDryad( Serial serial ) : base( serial )
{
}
public override void Serialize(GenericWriter writer)
public override void Serialize( GenericWriter writer )
{
base.Serialize(writer);
writer.Write((int)0);
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize(GenericReader reader)
public override void Deserialize( GenericReader reader )
{
base.Deserialize(reader);
base.Deserialize( reader );
int version = reader.ReadInt();
}
}