* Now reads Prof.txt to get the professions * The templated professions are based on profession `TrueName` * Adds missing starting equipment * Implements gargish starting equipment * Consolidates some of the code * Moves TC stuff to the TC file. * Fixes some starting equipment that was wrong. Note: * Implementing the original T2A professions is possible on the client side, but requires moving the old clilocs to the current clilocs file. In the current file the entries are blank. * Using the original LBR professions (they match AOS but without necromancy/chivalry) is kind of confusing because the profession indexes are ripped out of the UOTD/UOR ones and have non-sequential indexes. This will probably cause confusion and people will get no templated items when they select the wrong profession.
159 lines
4.6 KiB
C#
159 lines
4.6 KiB
C#
namespace Server.Mobiles
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{
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public class InterredGrizzle : BaseCreature
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{
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[Constructible]
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public InterredGrizzle() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Body = 259;
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SetStr(451, 500);
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SetDex(201, 250);
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SetInt(801, 850);
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SetHits(1500);
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SetStam(150);
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SetDamage(16, 19);
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SetDamageType(ResistanceType.Physical, 30);
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SetDamageType(ResistanceType.Fire, 70);
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SetResistance(ResistanceType.Physical, 35, 55);
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SetResistance(ResistanceType.Fire, 20, 65);
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SetResistance(ResistanceType.Cold, 55, 80);
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SetResistance(ResistanceType.Poison, 20, 35);
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SetResistance(ResistanceType.Energy, 60, 80);
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SetSkill(SkillName.Meditation, 77.7, 84.0);
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SetSkill(SkillName.EvalInt, 72.2, 79.6);
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SetSkill(SkillName.Magery, 83.7, 89.6);
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SetSkill(SkillName.Poisoning, 0);
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SetSkill(SkillName.Anatomy, 0);
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SetSkill(SkillName.MagicResist, 80.2, 87.3);
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SetSkill(SkillName.Tactics, 104.5, 105.1);
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SetSkill(SkillName.Wrestling, 105.1, 109.4);
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Fame = 3700; // Guessed
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Karma = -3700; // Guessed
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}
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/*
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public override bool OnBeforeDeath()
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{
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SpillAcid( 1, 4, 10, 6, 10 );
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return base.OnBeforeDeath();
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}
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*/
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public InterredGrizzle(Serial serial) : base(serial)
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{
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}
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public override string CorpseName => "an interred grizzle corpse";
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public override string DefaultName => "a interred grizzle";
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public override void GenerateLoot() // -- Need to verify
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{
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AddLoot(LootPack.FilthyRich);
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}
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// TODO: Acid Blood
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/*
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* Message: 1070820
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* Spits pool of acid (blood, hue 0x3F), hits lost 6-10 per second/step
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* Damage is resistable (physical)
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* Acid last 10 seconds
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*/
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public override int GetAngerSound() => 0x581;
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public override int GetIdleSound() => 0x582;
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public override int GetAttackSound() => 0x580;
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public override int GetHurtSound() => 0x583;
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public override int GetDeathSound() => 0x584;
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public override void OnDamage(int amount, Mobile from, bool willKill)
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{
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if (Utility.RandomDouble() < 0.1)
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{
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DropOoze();
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}
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base.OnDamage(amount, from, willKill);
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}
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private int RandomPoint(int mid) => mid + Utility.RandomMinMax(-2, 2);
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public virtual Point3D GetSpawnPosition(int range) => GetSpawnPosition(Location, Map, range);
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public virtual Point3D GetSpawnPosition(Point3D from, Map map, int range)
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{
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if (map == null)
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{
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return from;
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}
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var loc = new Point3D(RandomPoint(X), RandomPoint(Y), Z);
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loc.Z = Map.GetAverageZ(loc.X, loc.Y);
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return loc;
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}
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public virtual void DropOoze()
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{
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var amount = Utility.RandomMinMax(1, 3);
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var corrosive = Utility.RandomBool();
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for (var i = 0; i < amount; i++)
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{
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Item ooze = new StainedOoze(corrosive);
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var p = new Point3D(Location);
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for (var j = 0; j < 5; j++)
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{
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p = GetSpawnPosition(2);
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var eable = Map.GetItemsInRange<StainedOoze>(p, 0);
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using var enumerator = eable.GetEnumerator();
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bool atLocation = enumerator.MoveNext();
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eable.Free();
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if (!atLocation)
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{
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break;
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}
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}
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ooze.MoveToWorld(p, Map);
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}
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if (Combatant != null)
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{
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if (corrosive)
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{
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Combatant.SendLocalizedMessage(1072071); // A corrosive gas seeps out of your enemy's skin!
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}
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else
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{
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Combatant.SendLocalizedMessage(1072072); // A poisonous gas seeps out of your enemy's skin!
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}
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}
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0);
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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}
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