- Items can now be repaired while wearing them. - Items can now be fortified while wearing them. - Fixed repair deed messages not sending. - Sound effect added to powder of fortifying. - Map issue for fishing and SOSs fixed, where it would not allow fishing in empty resource banks when not on the target SOS map. - Added proximity spawner. - Improved spawner mouseover menu, now also shows types set on the spawner which are not yet spawned. - Fixed spawners only deleting half of their spawned objects when deleted. - Added the ability to set TextDefinition objects in the props gump. - WaitTeleporters now round delays to nearest in the remaining time messages. - Updated TextDefinition to be more usable; made it parsable from string and added safe serialization/deserialization methods. - Improved checking whether a mobile can flee. - Monsters that give ML minor artifacts will no longer flee when low on hits (like paragons). - Monsters that give ML minor artifacts will no longer spawn as paragon. - Fixed issue with pets not eating certain foods. - AI and targeting fixes for Red Death, Pyre and Swoop. - Fame and karma added to Rend. - Swoop corrected to have 0 karma. - Stat and skill tweaks for Putrefier. - Changelings will no longer show their fame title when morphed. - Added travel restrictions for ML dungeons. - Fixed issue of travel restriction message displaying twice. - Monster teleporting is no longer affected by region travel restrictions.
170 lines
4.4 KiB
C#
170 lines
4.4 KiB
C#
using System;
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using System.Collections;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Mobiles
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{
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[CorpseName( "a Swoop corpse" )]
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public class Swoop : Eagle
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{
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[Constructable]
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public Swoop()
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{
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Name = "Swoop";
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Hue = 0xE0;
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AI = AIType.AI_Melee;
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SetStr( 100, 150 );
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SetDex( 400, 500 );
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SetInt( 80, 90 );
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SetHits( 1500, 2000 );
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SetDamage( 20, 30 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance( ResistanceType.Physical, 75, 90 );
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SetResistance( ResistanceType.Fire, 60, 77 );
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SetResistance( ResistanceType.Cold, 70, 85 );
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SetResistance( ResistanceType.Poison, 55, 85 );
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SetResistance( ResistanceType.Energy, 50, 60 );
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SetSkill( SkillName.Wrestling, 120.0, 140.0 );
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SetSkill( SkillName.Tactics, 120.0, 140.0 );
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SetSkill( SkillName.MagicResist, 95.0, 105.0 );
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Fame = 18000;
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Karma = 0;
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Tamable = false;
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PackReg( 4 );
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PackArcaneScroll( 0, 1 );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.UltraRich, 3 );
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}
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// TODO: Put this attack shared with Hiryu and Lesser Hiryu in one place
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public override void OnGaveMeleeAttack( Mobile defender )
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{
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base.OnGaveMeleeAttack( defender );
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if( 0.1 > Utility.RandomDouble() )
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{
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ExpireTimer timer = (ExpireTimer)m_Table[defender];
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if( timer != null )
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{
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timer.DoExpire();
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defender.SendLocalizedMessage( 1070837 ); // The creature lands another blow in your weakened state.
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}
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else
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defender.SendLocalizedMessage( 1070836 ); // The blow from the creature's claws has made you more susceptible to physical attacks.
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int effect = -(defender.PhysicalResistance * 15 / 100);
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ResistanceMod mod = new ResistanceMod( ResistanceType.Physical, effect );
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defender.FixedEffect( 0x37B9, 10, 5 );
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defender.AddResistanceMod( mod );
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timer = new ExpireTimer( defender, mod, TimeSpan.FromSeconds( 5.0 ) );
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timer.Start();
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m_Table[defender] = timer;
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}
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}
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private static Hashtable m_Table = new Hashtable();
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private class ExpireTimer : Timer
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{
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private Mobile m_Mobile;
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private ResistanceMod m_Mod;
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public ExpireTimer( Mobile m, ResistanceMod mod, TimeSpan delay )
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: base( delay )
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{
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m_Mobile = m;
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m_Mod = mod;
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Priority = TimerPriority.TwoFiftyMS;
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}
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public void DoExpire()
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{
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m_Mobile.RemoveResistanceMod( m_Mod );
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Stop();
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m_Table.Remove( m_Mobile );
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}
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protected override void OnTick()
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{
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m_Mobile.SendLocalizedMessage( 1070838 ); // Your resistance to physical attacks has returned.
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DoExpire();
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}
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}
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public override bool GivesMLMinorArtifact{ get{ return true; } }
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public override int Feathers{ get{ return 72; } }
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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( 18 ) )
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{
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case 0: c.DropItem( new AssassinChest() ); break;
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case 1: c.DropItem( new AssassinArms() ); break;
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case 2: c.DropItem( new DeathChest() ); break;
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case 3: c.DropItem( new MyrmidonArms() ); break;
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case 4: c.DropItem( new MyrmidonLegs() ); break;
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case 5: c.DropItem( new MyrmidonGorget() ); break;
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case 6: c.DropItem( new LeafweaveGloves() ); break;
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case 7: c.DropItem( new LeafweaveLegs() ); break;
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case 8: c.DropItem( new LeafweavePauldrons() ); break;
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case 9: c.DropItem( new PaladinGloves() ); break;
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case 10: c.DropItem( new PaladinGorget() ); break;
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case 11: c.DropItem( new PaladinArms() ); break;
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case 12: c.DropItem( new HunterArms() ); break;
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case 13: c.DropItem( new HunterGloves() ); break;
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case 14: c.DropItem( new HunterLegs() ); break;
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case 15: c.DropItem( new HunterChest() ); break;
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case 16: c.DropItem( new GreymistArms() ); break;
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case 17: c.DropItem( new GreymistGloves() ); break;
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}
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}
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if ( Utility.RandomDouble() < 0.1 )
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c.DropItem( new ParrotItem() );
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}
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*/
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public Swoop( 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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