- 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)
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14 changed files with 511 additions and 98 deletions
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@ -1,86 +1,160 @@
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using System;
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using System.Collections;
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using Server.Items;
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using Server.Targeting;
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using Server.Misc;
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using Server.Engines.Plants;
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namespace Server.Mobiles
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{
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[CorpseName("a dryad corpse")]
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[CorpseName( "a dryad's corpse" )]
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public class MLDryad : BaseCreature
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{
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public override bool InitialInnocent { get { return true; } }
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/* VULNERABLE TO FEY SLAYER!
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* These creatures should be able to cast Area Peace as
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* well as cause Players' armor to drop into their backpack*/
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public override WeaponAbility GetWeaponAbility()
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public override OppositionGroup OppositionGroup
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{
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return WeaponAbility.Disrobe;
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get { return OppositionGroup.FeyAndUndead; }
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}
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[Constructable]
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public MLDryad()
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: base(AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.2, 0.4) // NEED TO CHECK
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public MLDryad() : base( AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4 )
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{
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Name = "a dryad";
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Body = 266;
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BaseSoundID = 0x57B;
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SetStr(132, 149);
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SetDex(152, 168);
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SetInt(251, 280);
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SetStr( 132, 149 );
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SetDex( 152, 168 );
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SetInt( 251, 280 );
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SetHits(304, 321);
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SetHits( 304, 321 );
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SetDamage(11, 20);
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SetDamage( 11, 20 );
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SetDamageType(ResistanceType.Physical, 100);
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance(ResistanceType.Physical, 40, 50);
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SetResistance(ResistanceType.Fire, 15, 25);
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SetResistance(ResistanceType.Cold, 40, 45);
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SetResistance(ResistanceType.Poison, 30, 40);
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SetResistance(ResistanceType.Energy, 25, 35);
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SetResistance( ResistanceType.Physical, 40, 50 );
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SetResistance( ResistanceType.Fire, 15, 25 );
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SetResistance( ResistanceType.Cold, 40, 45 );
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SetResistance( ResistanceType.Poison, 30, 40 );
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SetResistance( ResistanceType.Energy, 25, 35 );
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SetSkill(SkillName.Meditation, 80.9, 89.9);
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SetSkill(SkillName.EvalInt, 70.3, 78.7);
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SetSkill(SkillName.Magery, 70.7, 75.7);
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SetSkill(SkillName.Anatomy, 0);
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SetSkill(SkillName.MagicResist, 101.7, 117.1);
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SetSkill(SkillName.Tactics, 71.7, 79.8);
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SetSkill(SkillName.Wrestling, 72.5, 79.5);
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SetSkill( SkillName.Meditation, 80.0, 90.0 );
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SetSkill( SkillName.EvalInt, 70.0, 80.0 );
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SetSkill( SkillName.Magery, 70.0, 80.0 );
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SetSkill( SkillName.Anatomy, 0 );
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SetSkill( SkillName.MagicResist, 100.0, 120.0 );
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SetSkill( SkillName.Tactics, 70.0, 80.0 );
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SetSkill( SkillName.Wrestling, 70.0, 80.0 );
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Fame = 5000;
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Karma = 5000;
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VirtualArmor = 28; // Don't know what it should be
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if ( Core.ML && Utility.RandomDouble() < .33 )
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PackItem( Engines.Plants.Seed.RandomPeculiarSeed(1) );
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if ( Core.ML && Utility.RandomDouble() < .60 )
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PackItem( Seed.RandomPeculiarSeed( 1 ) );
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PackArcanceScroll( 0.05 );
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}
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Rich); // Need to verify
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AddLoot( LootPack.MlRich );
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}
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public override int Meat { get { return 1; } }
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public MLDryad(Serial serial) : base(serial)
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public override void OnThink()
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{
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base.OnThink();
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AreaPeace();
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AreaUndress();
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}
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#region Area Peace
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private DateTime m_NextPeace;
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public void AreaPeace()
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{
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if ( Combatant == null || Deleted || !Alive || m_NextPeace > DateTime.Now || 0.1 < Utility.RandomDouble() )
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return;
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TimeSpan duration = TimeSpan.FromSeconds( Utility.RandomMinMax( 20, 80 ) );
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foreach ( Mobile m in GetMobilesInRange( RangePerception ) )
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{
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PlayerMobile p = m as PlayerMobile;
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if ( IsValidTarget( p ) )
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{
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p.PeacedUntil = DateTime.Now + duration;
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p.SendLocalizedMessage( 1072065 ); // You gaze upon the dryad's beauty, and forget to continue battling!
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p.FixedParticles( 0x376A, 1, 20, 0x7F5, EffectLayer.Waist );
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p.Combatant = null;
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}
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}
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m_NextPeace = DateTime.Now + TimeSpan.FromSeconds( 10 );
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PlaySound( 0x1D3 );
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}
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public bool IsValidTarget( PlayerMobile m )
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{
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if ( m != null && m.PeacedUntil < DateTime.Now && !m.Hidden && m.AccessLevel == AccessLevel.Player && CanBeHarmful( m ) )
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return true;
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return false;
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}
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#endregion
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#region Undress
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private DateTime m_NextUndress;
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public void AreaUndress()
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{
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if ( Combatant == null || Deleted || !Alive || m_NextUndress > DateTime.Now || 0.005 < Utility.RandomDouble() )
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return;
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foreach ( Mobile m in GetMobilesInRange( RangePerception ) )
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{
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if ( m != null && m.Player && !m.Female && !m.Hidden && m.AccessLevel == AccessLevel.Player && CanBeHarmful( m ) )
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{
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UndressItem( m, Layer.OuterTorso );
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UndressItem( m, Layer.InnerTorso );
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UndressItem( m, Layer.MiddleTorso );
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UndressItem( m, Layer.Pants );
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UndressItem( m, Layer.Shirt );
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m.SendLocalizedMessage( 1072197 ); // The dryad's beauty makes your blood race. Your clothing is too confining.
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}
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}
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m_NextUndress = DateTime.Now + TimeSpan.FromMinutes( 1 );
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}
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public void UndressItem( Mobile m, Layer layer )
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{
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Item item = m.FindItemOnLayer( layer );
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if ( item != null && item.Movable )
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m.PlaceInBackpack( item );
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}
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#endregion
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public MLDryad( Serial serial ) : base( serial )
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{
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}
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public override void Serialize(GenericWriter writer)
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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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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize(GenericReader reader)
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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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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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