103 lines
2.6 KiB
C#
103 lines
2.6 KiB
C#
using ModernUO.Serialization;
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using Server.Items;
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namespace Server.Mobiles;
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[SerializationGenerator(0, false)]
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public partial class LysanderGathenwale : BaseCreature
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{
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[Constructible]
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public LysanderGathenwale() : base(AIType.AI_Mage)
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{
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Title = "the Cursed";
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Hue = 0x8838;
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Body = 0x190;
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AddItem(new Boots(0x599));
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AddItem(new Cloak(0x96F));
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var spellbook = new Spellbook();
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var gloves = new RingmailGloves();
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var chest = new StuddedChest();
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var arms = new PlateArms();
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spellbook.Hue = 0x599;
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gloves.Hue = 0x599;
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chest.Hue = 0x96F;
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arms.Hue = 0x599;
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AddItem(spellbook);
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AddItem(gloves);
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AddItem(chest);
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AddItem(arms);
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SetStr(111, 120);
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SetDex(71, 80);
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SetInt(121, 130);
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SetHits(180, 207);
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SetMana(227, 265);
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SetDamage(5, 13);
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SetResistance(ResistanceType.Physical, 35, 45);
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SetResistance(ResistanceType.Fire, 25, 30);
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SetResistance(ResistanceType.Cold, 50, 60);
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SetResistance(ResistanceType.Poison, 25, 35);
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SetResistance(ResistanceType.Energy, 25, 35);
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SetSkill(SkillName.Wrestling, 80.1, 90.0);
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SetSkill(SkillName.Tactics, 90.1, 100.0);
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SetSkill(SkillName.MagicResist, 80.1, 90.0);
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SetSkill(SkillName.Magery, 90.1, 100.0);
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SetSkill(SkillName.EvalInt, 95.1, 100.0);
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SetSkill(SkillName.Meditation, 90.1, 100.0);
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Fame = 5000;
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Karma = -10000;
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var reags = Loot.RandomReagent();
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reags.Amount = 30;
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PackItem(reags);
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}
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public override bool ClickTitle => false;
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public override bool ShowFameTitle => false;
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public override bool DeleteCorpseOnDeath => true;
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public override string DefaultName => "Lysander Gatherwale";
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public override bool AlwaysMurderer => true;
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public override int GetIdleSound() => 0x1CE;
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public override int GetAngerSound() => 0x1AC;
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public override int GetDeathSound() => 0x182;
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public override int GetHurtSound() => 0x28D;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.MedScrolls, 2);
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}
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public override bool OnBeforeDeath()
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{
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if (!base.OnBeforeDeath())
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{
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return false;
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}
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Backpack?.Destroy();
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if (Utility.Random(3) == 0)
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{
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var notebook = Loot.RandomLysanderNotebook();
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notebook.MoveToWorld(Location, Map);
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}
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Effects.SendLocationEffect(Location, Map, 0x376A, 10, 1);
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return true;
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}
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}
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