### Summary - Adds some more checks in case a corpse's owner is somehow null. Would like to eventually allow null owner corpses, but more work is needed. - Cleans up variable unboxing and reassignment in quests. Also flattens quest logic. Still more work needs to be done. - Codegens more quest items/mobiles.
69 lines
1.8 KiB
C#
69 lines
1.8 KiB
C#
using ModernUO.Serialization;
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using Server.Mobiles;
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namespace Server.Engines.Quests.Samurai;
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[SerializationGenerator(0)]
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public partial class FierceDragon : BaseCreature
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{
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[Constructible]
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public FierceDragon() : base(AIType.AI_Melee, FightMode.Aggressor)
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{
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Body = 103;
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BaseSoundID = 362;
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SetStr(6000, 6020);
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SetDex(0);
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SetInt(850, 870);
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SetDamage(50, 80);
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SetDamageType(ResistanceType.Fire, 100);
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SetResistance(ResistanceType.Physical, 95, 98);
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SetResistance(ResistanceType.Fire, 95, 98);
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SetResistance(ResistanceType.Cold, 95, 98);
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SetResistance(ResistanceType.Poison, 95, 98);
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SetResistance(ResistanceType.Energy, 95, 98);
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SetSkill(SkillName.Tactics, 120.0);
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SetSkill(SkillName.Wrestling, 120.0);
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SetSkill(SkillName.Magery, 120.0);
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Fame = 15000;
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Karma = 15000;
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CantWalk = true;
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}
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public override string DefaultName => "a fierce dragon";
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public override int GetIdleSound() => 0x2C4;
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public override int GetAttackSound() => 0x2C0;
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public override int GetDeathSound() => 0x2C1;
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public override int GetAngerSound() => 0x2C4;
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public override int GetHurtSound() => 0x2C3;
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public override void AggressiveAction(Mobile aggressor, bool criminal)
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{
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base.AggressiveAction(aggressor, criminal);
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if (aggressor is PlayerMobile player)
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{
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var qs = player.Quest;
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if (qs is HaochisTrialsQuest)
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{
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var obj = qs.FindObjective<SecondTrialAttackObjective>();
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if (obj?.Completed == false)
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{
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obj.Complete();
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qs.AddObjective(new SecondTrialReturnObjective(true));
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}
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}
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}
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}
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}
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