ModernUO/Projects/UOContent/Mobiles/Monsters/Humanoid/Magic/EvilMageLord.cs

98 lines
2.9 KiB
C#

using ModernUO.Serialization;
using Server.Items;
namespace Server.Mobiles
{
[SerializationGenerator(0, false)]
public partial class EvilMageLord : BaseCreature
{
[Constructible]
public EvilMageLord() : base(AIType.AI_Mage)
{
Name = NameList.RandomName("evil mage lord");
if (Core.UOR)
{
Body = Utility.Random(125, 2);
}
else
{
Body = 0x190;
Hue = Race.Human.RandomSkinHue();
Utility.AssignRandomHair(this);
Utility.AssignRandomFacialHair(this, HairHue);
}
SetStr(81, 105);
SetDex(191, 215);
SetInt(126, 150);
SetHits(49, 63);
SetDamage(5, 10);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 35, 40);
SetResistance(ResistanceType.Fire, 30, 40);
SetResistance(ResistanceType.Cold, 30, 40);
SetResistance(ResistanceType.Poison, 30, 40);
SetResistance(ResistanceType.Energy, 30, 40);
SetSkill(SkillName.EvalInt, 80.2, 100.0);
SetSkill(SkillName.Magery, 95.1, 100.0);
SetSkill(SkillName.Meditation, 27.5, 50.0);
SetSkill(SkillName.MagicResist, 77.5, 100.0);
SetSkill(SkillName.Tactics, 65.0, 87.5);
SetSkill(SkillName.Wrestling, 20.3, 80.0);
Fame = 10500;
Karma = -10500;
VirtualArmor = 16;
PackReg(23);
var hue = Utility.RandomNeutralHue();
EquipItem(new Robe(hue));
EquipItem(new WizardsHat(hue));
EquipItem(new Sandals());
}
public override string CorpseName => "an evil mage lord corpse";
public override bool CanRummageCorpses => true;
public override bool AlwaysMurderer => true;
public override int Meat => 1;
public override int TreasureMapLevel => Core.AOS ? 2 : 0;
public override void GenerateLoot()
{
AddLoot(LootPack.Average);
AddLoot(LootPack.Meager);
AddLoot(LootPack.MedScrolls, 2);
}
[AfterDeserialization]
private void AfterDeserialization()
{
if (Core.UOR)
{
if (Body == 0x190)
{
Body = Utility.Random(125, 2);
HairItemID = 0;
HairHue = 0;
FacialHairItemID = 0;
FacialHairItemID = 0;
Hue = 0;
}
}
else if (Body.BodyID is 125 or 126)
{
Body = 0x190;
Hue = Race.Human.RandomSkinHue();
Utility.AssignRandomHair(this);
Utility.AssignRandomFacialHair(this, HairHue);
}
}
}
}