using System.Linq; namespace Server.Mobiles { public class InterredGrizzle : BaseCreature { [Constructible] public InterredGrizzle() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 259; SetStr(451, 500); SetDex(201, 250); SetInt(801, 850); SetHits(1500); SetStam(150); SetDamage(16, 19); SetDamageType(ResistanceType.Physical, 30); SetDamageType(ResistanceType.Fire, 70); SetResistance(ResistanceType.Physical, 35, 55); SetResistance(ResistanceType.Fire, 20, 65); SetResistance(ResistanceType.Cold, 55, 80); SetResistance(ResistanceType.Poison, 20, 35); SetResistance(ResistanceType.Energy, 60, 80); SetSkill(SkillName.Meditation, 77.7, 84.0); SetSkill(SkillName.EvalInt, 72.2, 79.6); SetSkill(SkillName.Magery, 83.7, 89.6); SetSkill(SkillName.Poisoning, 0); SetSkill(SkillName.Anatomy, 0); SetSkill(SkillName.MagicResist, 80.2, 87.3); SetSkill(SkillName.Tactics, 104.5, 105.1); SetSkill(SkillName.Wrestling, 105.1, 109.4); Fame = 3700; // Guessed Karma = -3700; // Guessed } /* public override bool OnBeforeDeath() { SpillAcid( 1, 4, 10, 6, 10 ); return base.OnBeforeDeath(); } */ public InterredGrizzle(Serial serial) : base(serial) { } public override string CorpseName => "an interred grizzle corpse"; public override string DefaultName => "a interred grizzle"; public override void GenerateLoot() // -- Need to verify { AddLoot(LootPack.FilthyRich); } // TODO: Acid Blood /* * Message: 1070820 * Spits pool of acid (blood, hue 0x3F), hits lost 6-10 per second/step * Damage is resistable (physical) * Acid last 10 seconds */ public override int GetAngerSound() { return 0x581; } public override int GetIdleSound() { return 0x582; } public override int GetAttackSound() { return 0x580; } public override int GetHurtSound() { return 0x583; } public override int GetDeathSound() { return 0x584; } public override void OnDamage(int amount, Mobile from, bool willKill) { if (Utility.RandomDouble() < 0.1) DropOoze(); base.OnDamage(amount, from, willKill); } private int RandomPoint(int mid) { return mid + Utility.RandomMinMax(-2, 2); } public virtual Point3D GetSpawnPosition(int range) { return GetSpawnPosition(Location, Map, range); } public virtual Point3D GetSpawnPosition(Point3D from, Map map, int range) { if (map == null) return from; Point3D loc = new Point3D(RandomPoint(X), RandomPoint(Y), Z); loc.Z = Map.GetAverageZ(loc.X, loc.Y); return loc; } public virtual void DropOoze() { int amount = Utility.RandomMinMax(1, 3); bool corrosive = Utility.RandomBool(); for (int i = 0; i < amount; i++) { Item ooze = new StainedOoze(corrosive); Point3D p = new Point3D(Location); for (int j = 0; j < 5; j++) { p = GetSpawnPosition(2); if (!Map.GetItemsInRange(p, 0).OfType().Any()) break; } ooze.MoveToWorld(p, Map); } if (Combatant != null) { if (corrosive) Combatant.SendLocalizedMessage(1072071); // A corrosive gas seeps out of your enemy's skin! else Combatant.SendLocalizedMessage(1072072); // A poisonous gas seeps out of your enemy's skin! } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }