ModernUO/Scripts/Mobiles/Monsters/ML/Labyrinth/Miasma.cs
2018-09-14 08:41:38 -07:00

110 lines
3 KiB
C#

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