- 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.
85 lines
No EOL
2.5 KiB
C#
85 lines
No EOL
2.5 KiB
C#
using System;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a skeletal dragon corpse" )]
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public class SkeletalDragon : BaseCreature
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{
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[Constructable]
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public SkeletalDragon () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a skeletal dragon";
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Body = 104;
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BaseSoundID = 0x488;
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SetStr( 898, 1030 );
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SetDex( 68, 200 );
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SetInt( 488, 620 );
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SetHits( 558, 599 );
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SetDamage( 29, 35 );
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SetDamageType( ResistanceType.Physical, 75 );
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SetDamageType( ResistanceType.Fire, 25 );
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SetResistance( ResistanceType.Physical, 75, 80 );
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SetResistance( ResistanceType.Fire, 40, 60 );
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SetResistance( ResistanceType.Cold, 40, 60 );
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SetResistance( ResistanceType.Poison, 70, 80 );
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SetResistance( ResistanceType.Energy, 40, 60 );
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SetSkill( SkillName.EvalInt, 80.1, 100.0 );
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SetSkill( SkillName.Magery, 80.1, 100.0 );
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SetSkill( SkillName.MagicResist, 100.3, 130.0 );
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SetSkill( SkillName.Tactics, 97.6, 100.0 );
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SetSkill( SkillName.Wrestling, 97.6, 100.0 );
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SetSkill( SkillName.Necromancy, 120.1, 130.0 );
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SetSkill( SkillName.SpiritSpeak, 120.1, 130.0 );
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Fame = 22500;
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Karma = -22500;
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VirtualArmor = 80;
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.FilthyRich, 4 );
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AddLoot( LootPack.Gems, 5 );
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}
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public override bool ReacquireOnMovement{ get{ return true; } }
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public override bool HasBreath{ get{ return true; } } // fire breath enabled
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public override int BreathFireDamage{ get{ return 0; } }
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public override int BreathColdDamage{ get{ return 100; } }
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public override int BreathEffectHue{ get{ return 0x480; } }
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public override double BonusPetDamageScalar{ get{ return (Core.SE)? 3.0 : 1.0; } }
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// TODO: Undead summoning?
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public override bool AutoDispel{ get{ return true; } }
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public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
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public override bool BleedImmune{ get{ return true; } }
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public override int Meat{ get{ return 19; } } // where's it hiding these? :)
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public override int Hides{ get{ return 20; } }
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public override HideType HideType{ get{ return HideType.Barbed; } }
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public SkeletalDragon( 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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} |