- Talisman slayers fixed to account for inheritance. - Added repond slayer vulnerability to Troglodyte. - Added overload for AOS.Damage with chaos damage support. - Corrected order of ML artifact award messages. - MageAI corrected to not meditate when already meditating. - Changed MageAI necro/mage bias to something more sensible. - Changed speed of most named ML mobs. - Skeletal steeds are now bleed immune. - Damage cap of 200 (before resists) added to fire breath attacks. - Damaging aura effect added to BaseCreature. - Necromancy skill added to several undead mobs. - The succubus special drain effect message no longer shows. - Corrected Sir Patrick's drain effect to account for LOS. - Added healing skill to Troglodytes. - Added named ML mobs for the Labyrinth, Painted Caves, Palace of Paroxysmus, Sanctuary and Twisted Weald. - Added changelings. - Disabled auto unequiping of weapons when meditating for nonplayers. - Added cast animations for players in wraith form, lich form and horrific beast. - Fixed Holy Light to account for LOS. - Fixed Animate Dead to account for inheritance. - Fixed Wither friendly fire issue when cast by monsters.
73 lines
1.7 KiB
C#
73 lines
1.7 KiB
C#
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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namespace Server.Mobiles
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{
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[CorpseName( "a troglodyte corpse" )]
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public class Troglodyte : BaseCreature
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{
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[Constructable]
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public Troglodyte() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) // NEED TO CHECK
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{
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Name = "a troglodyte";
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Body = 267;
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BaseSoundID = 0x59F;
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SetStr( 148, 217 );
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SetDex( 91, 120 );
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SetInt( 51, 70 );
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SetHits( 302, 340 );
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SetDamage( 11, 14 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance( ResistanceType.Physical, 30, 35 );
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SetResistance( ResistanceType.Fire, 20, 30 );
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SetResistance( ResistanceType.Cold, 35, 40 );
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SetResistance( ResistanceType.Poison, 30, 40 );
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SetResistance( ResistanceType.Energy, 30, 40 );
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SetSkill( SkillName.Anatomy, 70.5, 94.8 );
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SetSkill( SkillName.MagicResist, 51.8, 65.0 );
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SetSkill( SkillName.Tactics, 80.4, 94.7 );
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SetSkill( SkillName.Wrestling, 70.2, 93.5 );
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SetSkill( SkillName.Healing, 70.0, 95.0 );
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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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PackItem( new Bandage( 5 ) ); // How many?
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PackItem( new Ribs() );
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}
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public override bool CanHeal { get { return true; } }
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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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}
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public Troglodyte( 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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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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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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int version = reader.ReadInt();
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}
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}
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}
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