ModernUO/Scripts/Mobiles/Monsters/ML/Bedlam/RedDeath.cs
eos 43e5982fbb - Terrible Hatchlings quest fixed to only reward SE weapons and armor.
- Slayer and opposition systems now account for inheritance.
- Added Satyrs to the fey opposition group.
- Added fey slayer vulnerability to cu sidhes.
- Added reptilian and dragon slayer vulnerabilities to reptalons.
- Various mage AI additions for necromancers. (Spirit speak for healing, pain spike and strangle for damage, automatic mage/necro bias by skill value.)
- Fixed a targeting issue not accounting for FightMode.Evil versus low karma targeting.
- Added melee damage bonus for Talisman killer properties.
- Added general ML loot for ML areas.
- Added ML minor artifact drops for named ML mobs.
- Added named ML mobs for Bedlam.
2012-02-26 05:11:25 +00:00

91 lines
2.1 KiB
C#

using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName( "a Red Death corpse" )]
public class RedDeath : SkeletalMount
{
[Constructable]
public RedDeath()
: base( "Red Death" )
{
Hue = 0x21;
BaseSoundID = 0x1C3;
SetStr( 319, 324 );
SetDex( 241, 244 );
SetInt( 242, 255 );
SetHits( 1540, 1605 );
SetDamage( 25, 29 );
SetDamageType( ResistanceType.Physical, 25 );
SetDamageType( ResistanceType.Fire, 75 );
SetDamageType( ResistanceType.Cold, 0 );
SetResistance( ResistanceType.Physical, 60, 70 );
SetResistance( ResistanceType.Fire, 90 );
SetResistance( ResistanceType.Cold, 0 );
SetResistance( ResistanceType.Poison, 100 );
SetResistance( ResistanceType.Energy, 0 );
SetSkill( SkillName.Wrestling, 121.4, 143.7 );
SetSkill( SkillName.Tactics, 120.9, 142.2 );
SetSkill( SkillName.MagicResist, 120.1, 142.3 );
SetSkill( SkillName.Anatomy, 120.2, 144.0 );
Fame = 28000;
Karma = -28000;
if ( Utility.RandomBool() )
PackNecroScroll( Utility.RandomMinMax( 5, 9 ) );
else
PackScroll( 4, 7 );
}
public override void GenerateLoot()
{
AddLoot( LootPack.AosUltraRich, 4 );
}
public override WeaponAbility GetWeaponAbility()
{
return WeaponAbility.WhirlwindAttack;
}
public override void OnDeath( Container c )
{
base.OnDeath( c );
c.DropItem( new ResolvesBridle() );
}
public override bool GivesMLMinorArtifact{ get{ return true; } }
public override bool AlwaysMurderer{ get{ return true; } }
public override bool HasBreath{ get{ return true; } }
public override int BreathChaosDamage{ get { return 100; } }
public override int BreathFireDamage{ get{ return 0; } }
public RedDeath( 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();
}
}
}