using System; using System.Collections; using Server.Items; namespace Server.Mobiles { public class Hiryu : BaseMount { public override string CorpseName => "a hiryu corpse"; public override double WeaponAbilityChance => 0.07; /* 1 in 15 chance of using per landed hit */ public override WeaponAbility GetWeaponAbility() => WeaponAbility.Dismount; public override bool StatLossAfterTame => true; private static int GetHue() { int rand = Utility.Random( 1075 ); /* 1000 1075 No Hue Color 93.02% 0x0 * 10 1075 Ice Green 0.93% 0x847F 10 1075 Light Blue 0.93% 0x848D 10 1075 Strong Cyan 0.93% 0x8495 10 1075 Agapite 0.93% 0x8899 10 1075 Gold 0.93% 0x8032 * 8 1075 Blue and Yellow 0.74% 0x8487 * 5 1075 Ice Blue 0.47% 0x8482 * 3 1075 Cyan 0.28% 0x8123 3 1075 Light Green 0.28% 0x8295 * 2 1075 Strong Yellow 0.19% 0x8037 2 1075 Green 0.19% 0x8030 //this one is an approximation * 1 1075 Strong Purple 0.09% 0x8490 1 1075 Strong Green 0.09% 0x855C * */ if ( rand <= 0 ) return 0x855C; else if ( rand <= 1 ) return 0x8490; else if ( rand <= 3 ) return 0x8030; else if ( rand <= 5 ) return 0x8037; else if ( rand <= 8 ) return 0x8295; else if ( rand <= 11 ) return 0x8123; else if ( rand <= 16 ) return 0x8482; else if ( rand <= 24 ) return 0x8487; else if ( rand <= 34 ) return 0x8032; else if ( rand <= 44 ) return 0x8899; else if ( rand <= 54 ) return 0x8495; else if ( rand <= 64 ) return 0x848D; else if ( rand <= 74 ) return 0x847F; return 0; } [Constructible] public Hiryu() : base( "a hiryu", 243, 0x3E94, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Hue = GetHue(); SetStr( 1201, 1410 ); SetDex( 171, 270 ); SetInt( 301, 325 ); SetHits( 901, 1100 ); SetMana( 60 ); SetDamage( 20, 30 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 55, 70 ); SetResistance( ResistanceType.Fire, 70, 90 ); SetResistance( ResistanceType.Cold, 15, 25 ); SetResistance( ResistanceType.Poison, 40, 50 ); SetResistance( ResistanceType.Energy, 40, 50 ); SetSkill( SkillName.Anatomy, 75.1, 80.0 ); SetSkill( SkillName.MagicResist, 85.1, 100.0 ); SetSkill( SkillName.Tactics, 100.1, 110.0 ); SetSkill( SkillName.Wrestling, 100.1, 120.0 ); Fame = 18000; Karma = -18000; Tamable = true; ControlSlots = 4; MinTameSkill = 98.7; if ( Utility.RandomDouble() < .33 ) PackItem( Engines.Plants.Seed.RandomBonsaiSeed() ); if ( Core.ML && Utility.RandomDouble() < .33 ) PackItem( Engines.Plants.Seed.RandomPeculiarSeed(3) ); } public override int GetAngerSound() { return 0x4FE; } public override int GetIdleSound() { return 0x4FD; } public override int GetAttackSound() { return 0x4FC; } public override int GetHurtSound() { return 0x4FF; } public override int GetDeathSound() { return 0x4FB; } public override void GenerateLoot() { AddLoot( LootPack.FilthyRich, 3 ); AddLoot( LootPack.Gems, 4 ); } public override int TreasureMapLevel => 5; public override int Meat => 16; public override int Hides => 60; public override FoodType FavoriteFood => FoodType.Meat; public override bool CanAngerOnTame => true; public override void OnGaveMeleeAttack( Mobile defender ) { base.OnGaveMeleeAttack( defender ); if ( 0.1 > Utility.RandomDouble() ) { /* Grasping Claw * Start cliloc: 1070836 * Effect: Physical resistance -15% for 5 seconds * End cliloc: 1070838 * Effect: Type: "3" - From: "0x57D4F5B" (player) - To: "0x0" - ItemId: "0x37B9" - ItemIdName: "glow" - FromLocation: "(1149 808, 32)" - ToLocation: "(1149 808, 32)" - Speed: "10" - Duration: "5" - FixedDirection: "True" - Explode: "False" */ ExpireTimer timer = (ExpireTimer)m_Table[defender]; if ( timer != null ) { timer.DoExpire(); defender.SendLocalizedMessage( 1070837 ); // The creature lands another blow in your weakened state. } else defender.SendLocalizedMessage( 1070836 ); // The blow from the creature's claws has made you more susceptible to physical attacks. int effect = -(defender.PhysicalResistance * 15 / 100); ResistanceMod mod = new ResistanceMod( ResistanceType.Physical, effect ); defender.FixedEffect( 0x37B9, 10, 5 ); defender.AddResistanceMod( mod ); timer = new ExpireTimer( defender, mod, TimeSpan.FromSeconds( 5.0 ) ); timer.Start(); m_Table[defender] = timer; } } private static Hashtable m_Table = new Hashtable(); private class ExpireTimer : Timer { private Mobile m_Mobile; private ResistanceMod m_Mod; public ExpireTimer( Mobile m, ResistanceMod mod, TimeSpan delay ) : base( delay ) { m_Mobile = m; m_Mod = mod; Priority = TimerPriority.TwoFiftyMS; } public void DoExpire() { m_Mobile.RemoveResistanceMod( m_Mod ); Stop(); m_Table.Remove( m_Mobile ); } protected override void OnTick() { m_Mobile.SendLocalizedMessage( 1070838 ); // Your resistance to physical attacks has returned. DoExpire(); } } public Hiryu( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int)2 ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); if ( version == 0 ) Timer.DelayCall( TimeSpan.Zero, delegate { Hue = GetHue(); } ); if ( version <= 1 ) Timer.DelayCall( TimeSpan.Zero, delegate { if ( InternalItem != null ) { InternalItem.Hue = Hue; } } ); if ( version < 2 ) { for ( int i = 0; i < Skills.Length; ++i ) { Skills[i].Cap = Math.Max( 100.0, Skills[i].Cap * 0.9 ); if ( Skills[i].Base > Skills[i].Cap ) { Skills[i].Base = Skills[i].Cap; } } } } } }