using System; using Server.Engines.Plants; namespace Server.Mobiles { public class MLDryad : BaseCreature { public override string CorpseName => "a dryad's corpse"; public override bool InitialInnocent => true; public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead; public override string DefaultName => "a dryad"; [Constructible] public MLDryad() : base( AIType.AI_Mage, FightMode.Evil, 10, 1, 0.2, 0.4 ) { Body = 266; BaseSoundID = 0x57B; SetStr( 132, 149 ); SetDex( 152, 168 ); SetInt( 251, 280 ); SetHits( 304, 321 ); SetDamage( 11, 20 ); 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 ); 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() < .60 ) PackItem( Seed.RandomPeculiarSeed( 1 ) ); PackArcanceScroll( 0.05 ); } public override void GenerateLoot() { AddLoot( LootPack.MlRich ); } public override int Meat => 1; 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.UtcNow || 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.UtcNow + 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.UtcNow + TimeSpan.FromSeconds( 10 ); PlaySound( 0x1D3 ); } public bool IsValidTarget( PlayerMobile m ) { if ( m != null && m.PeacedUntil < DateTime.UtcNow && !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.UtcNow || 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.UtcNow + 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 ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }