## 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
69 lines
1.9 KiB
C#
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)
|
|
{
|
|
}
|
|
}
|
|
}
|