ModernUO/Projects/Scripts/Mobiles/Special/Semidar.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

142 lines
3.7 KiB
C#

using System;
using Server.Engines.CannedEvil;
using Server.Items;
namespace Server.Mobiles
{
public class Semidar : BaseChampion
{
[Constructible]
public Semidar() : base(AIType.AI_Mage)
{
Body = 174;
BaseSoundID = 0x4B0;
SetStr(502, 600);
SetDex(102, 200);
SetInt(601, 750);
SetHits(1500);
SetStam(103, 250);
SetDamage(29, 35);
SetDamageType(ResistanceType.Physical, 75);
SetDamageType(ResistanceType.Fire, 25);
SetResistance(ResistanceType.Physical, 20, 30);
SetResistance(ResistanceType.Fire, 50, 60);
SetResistance(ResistanceType.Cold, 20, 30);
SetResistance(ResistanceType.Poison, 20, 30);
SetResistance(ResistanceType.Energy, 10, 20);
SetSkill(SkillName.EvalInt, 95.1, 100.0);
SetSkill(SkillName.Magery, 90.1, 105.0);
SetSkill(SkillName.Meditation, 95.1, 100.0);
SetSkill(SkillName.MagicResist, 120.2, 140.0);
SetSkill(SkillName.Tactics, 90.1, 105.0);
SetSkill(SkillName.Wrestling, 90.1, 105.0);
Fame = 24000;
Karma = -24000;
VirtualArmor = 20;
}
public Semidar(Serial serial) : base(serial)
{
}
public override ChampionSkullType SkullType => ChampionSkullType.Pain;
public override Type[] UniqueList => new[] { typeof(GladiatorsCollar) };
public override Type[] SharedList => new[]
{ typeof(RoyalGuardSurvivalKnife), typeof(ANecromancerShroud), typeof(LieutenantOfTheBritannianRoyalGuard) };
public override Type[] DecorativeList => new[] { typeof(LavaTile), typeof(DemonSkull) };
public override MonsterStatuetteType[] StatueTypes => new MonsterStatuetteType[] { };
public override string DefaultName => "Semidar";
public override bool Unprovokable => true;
public override Poison PoisonImmune => Poison.Lethal;
public override void GenerateLoot()
{
AddLoot(LootPack.UltraRich, 4);
AddLoot(LootPack.FilthyRich);
}
public override void CheckReflect(Mobile caster, ref bool reflect)
{
reflect |= caster.Body.IsMale; // Always reflect if caster isn't female
}
public override void AlterDamageScalarFrom(Mobile caster, ref double scalar)
{
if (caster.Body.IsMale)
scalar = 20; // Male bodies always reflect.. damage scaled 20x
}
public void DrainLife()
{
if (Map == null)
return;
IPooledEnumerable<Mobile> eable = GetMobilesInRange<Mobile>(2);
foreach (Mobile m in eable)
{
if (m == this || !(CanBeHarmful(m) || m.Player && m.Alive))
continue;
if (!(m is BaseCreature bc) || !(bc.Controlled || bc.Summoned || bc.Team != Team))
continue;
DoHarmful(m);
m.FixedParticles(0x374A, 10, 15, 5013, 0x496, 0, EffectLayer.Waist);
m.PlaySound(0x231);
m.SendMessage("You feel the life drain out of you!");
int toDrain = Utility.RandomMinMax(10, 40);
Hits += toDrain;
m.Damage(toDrain, this);
}
eable.Free();
}
public override void OnGaveMeleeAttack(Mobile defender)
{
base.OnGaveMeleeAttack(defender);
if (0.25 >= Utility.RandomDouble())
DrainLife();
}
public override void OnGotMeleeAttack(Mobile attacker)
{
base.OnGotMeleeAttack(attacker);
if (0.25 >= Utility.RandomDouble())
DrainLife();
}
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();
}
}
}