110 lines
3 KiB
C#
110 lines
3 KiB
C#
using Server.Items;
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namespace Server.Mobiles
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{
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public class Miasma : Scorpion
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{
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public override string CorpseName => "a Miasma corpse";
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public override string DefaultName => "Miasma";
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[Constructible]
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public Miasma()
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{
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IsParagon = true;
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Hue = 0x8FD;
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SetStr( 255, 847 );
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SetDex( 145, 428 );
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SetInt( 26, 380 );
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SetHits( 750, 2000 );
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SetMana( 5, 60 );
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SetDamage( 20, 30 );
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SetDamageType( ResistanceType.Physical, 60 );
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SetDamageType( ResistanceType.Poison, 40 );
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SetResistance( ResistanceType.Physical, 50, 54 );
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SetResistance( ResistanceType.Fire, 40, 45 );
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SetResistance( ResistanceType.Cold, 50, 55 );
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SetResistance( ResistanceType.Poison, 70, 80 );
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SetResistance( ResistanceType.Energy, 40, 45 );
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SetSkill( SkillName.Wrestling, 84.9, 103.3 );
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SetSkill( SkillName.Tactics, 98.4, 110.6 );
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SetSkill( SkillName.Anatomy, 0 );
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SetSkill( SkillName.MagicResist, 74.4, 77.7 );
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SetSkill( SkillName.Poisoning, 128.5, 143.6 );
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Fame = 21000;
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Karma = -21000;
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}
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/* yes, this is OSI style */
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public override double WeaponAbilityChance => 0.75;
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public override double HitPoisonChance => 0.35;
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public override Poison HitPoison => ( Poison.Lethal );
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public override bool HasManaOveride => true;
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public override bool GivesMLMinorArtifact => true;
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public override int TreasureMapLevel => 5;
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public override void GenerateLoot()
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{
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AddLoot( LootPack.UltraRich, 4 );
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}
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public override WeaponAbility GetWeaponAbility() => WeaponAbility.MortalStrike;
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/*
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// TODO: uncomment once added
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public override void OnDeath( Container c )
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{
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base.OnDeath( c );
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if ( Utility.RandomDouble() < 0.025 )
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{
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switch ( Utility.Random( 16 ) )
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{
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case 0: c.DropItem( new MyrmidonGloves() ); break;
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case 1: c.DropItem( new MyrmidonGorget() ); break;
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case 2: c.DropItem( new MyrmidonLegs() ); break;
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case 3: c.DropItem( new MyrmidonArms() ); break;
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case 4: c.DropItem( new PaladinArms() ); break;
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case 5: c.DropItem( new PaladinGorget() ); break;
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case 6: c.DropItem( new LeafweaveLegs() ); break;
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case 7: c.DropItem( new DeathChest() ); break;
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case 8: c.DropItem( new DeathGloves() ); break;
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case 9: c.DropItem( new DeathLegs() ); break;
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case 10: c.DropItem( new GreymistGloves() ); break;
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case 11: c.DropItem( new GreymistArms() ); break;
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case 12: c.DropItem( new AssassinChest() ); break;
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case 13: c.DropItem( new AssassinArms() ); break;
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case 14: c.DropItem( new HunterGloves() ); break;
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case 15: c.DropItem( new HunterLegs() ); break;
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}
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}
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}
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*/
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public Miasma( Serial serial )
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: 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 ); // version
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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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