ModernUO/Projects/UOContent/Mobiles/Monsters/Elemental/Magic/WaterElemental.cs
Joe ff10811d3d
feat: Adds Endless Decanter of Water and Water Elemental acquisition (#2371)
## Summary

- Adds the Endless Decanter of Water (introduced in Publish 66.2 / SA era)
- Players throw a full Pitcher of Water at a Water Elemental for a 10% chance to receive the decanter; the pitcher is always destroyed on impact
- Each Water Elemental can only yield one decanter; the state is persisted and previously saved elementals are migrated to the new serialization version
- The decanter auto-refills from a linked water trough when the owner empties it within 10 tiles of the stored trough location
- Linking stores a Point3D + Map snapshot, supporting both static tile troughs and addon troughs
- The decanter is blessed and displays Linked/Unlinked status in its tooltip
2026-03-14 16:45:06 -07:00

69 lines
1.9 KiB
C#

using ModernUO.Serialization;
using Server.Items;
namespace Server.Mobiles
{
[SerializationGenerator(1, false)]
public partial class WaterElemental : BaseCreature
{
[SerializableField(0)]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private bool _hasDecanter;
[Constructible]
public WaterElemental() : base(AIType.AI_Mage)
{
_hasDecanter = true;
Body = 16;
BaseSoundID = 278;
SetStr(126, 155);
SetDex(66, 85);
SetInt(101, 125);
SetHits(76, 93);
SetDamage(7, 9);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 35, 45);
SetResistance(ResistanceType.Fire, 10, 25);
SetResistance(ResistanceType.Cold, 10, 25);
SetResistance(ResistanceType.Poison, 60, 70);
SetResistance(ResistanceType.Energy, 5, 10);
SetSkill(SkillName.EvalInt, 60.1, 75.0);
SetSkill(SkillName.Magery, 60.1, 75.0);
SetSkill(SkillName.MagicResist, 100.1, 115.0);
SetSkill(SkillName.Tactics, 50.1, 70.0);
SetSkill(SkillName.Wrestling, 50.1, 70.0);
Fame = 4500;
Karma = -4500;
VirtualArmor = 40;
CanSwim = true;
PackItem(new BlackPearl(3));
}
public override string CorpseName => "a water elemental corpse";
public override string DefaultName => "a water elemental";
public override bool BleedImmune => true;
public override int TreasureMapLevel => 2;
public override void GenerateLoot()
{
AddLoot(LootPack.Average);
AddLoot(LootPack.Meager);
AddLoot(LootPack.Potions);
}
private void MigrateFrom(V0Content content)
{
}
}
}