Logging of staff crafting items, Fixes for the OSI client changes The potion stacking stuff BaseWeapon fix, so that damage increase things don't multiply themselves. admin gump fixes for Firewall Various display tweaks for weight SoS no longer spawn in Tokuno Hiryu hues happified to OSI standards staff now see alliance chat correctly Play barkeeper text increased per OSI Various other OSI skill requirement changes Various unimplemented features of the SE moves EventSink for when the client version is received from client. Client validation moved out of the core. Client version validation now has options to ignore/kick/warn/annoy. Automagically tries to detect current client. Reverted the delayeddamagecontext back to OSI standards. Can no longer use bags of sending in jail. MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em. TransformationSpellHelper now implemented. Things moved around for this. Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle. Circle doesn't make sense for non-Magery spells! Alot of the spellweaving spells added to OSI standards.
106 lines
No EOL
2.4 KiB
C#
106 lines
No EOL
2.4 KiB
C#
using System;
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using Server;
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using Server.Misc;
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namespace Server.Mobiles
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{
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public class NatureFury : BaseCreature
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{
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public override bool DeleteCorpseOnDeath { get { return Core.AOS; } }
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public override bool IsHouseSummonable { get { return true; } }
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public override double DispelDifficulty { get { return 125.0; } }
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public override double DispelFocus { get { return 90.0; } }
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public override bool BleedImmune { get { return true; } }
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public override Poison PoisonImmune { get { return Poison.Lethal; } }
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public override bool AlwaysMurderer { get { return true; } }
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private Mobile m_Target;
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public override Mobile ConstantFocus { get { return m_Target; } }
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public override void OnThink()
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{
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if( m_Target != null && (!m_Target.Alive || m_Target.Deleted || !InRange( m_Target, 24 ) || !CanSee( m_Target )) )
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m_Target = null; //Go kill other stuffs
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base.OnThink();
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}
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[Constructable]
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public NatureFury( Mobile target )
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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m_Target = target;
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Name = "a nature's fury";
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Body = 0x33;
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Hue = 0x4001;
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SetStr( 150 );
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SetDex( 150 );
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SetInt( 100 );
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SetHits( 80 );
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SetStam( 250 );
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SetMana( 0 );
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SetDamage( 5, 7 );
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SetDamageType( ResistanceType.Poison, 100 );
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SetResistance( ResistanceType.Physical, 90 );
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SetSkill( SkillName.Wrestling, 90.0 );
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SetSkill( SkillName.MagicResist, 70.0 );
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SetSkill( SkillName.Tactics, 100.0 );
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Fame = 0;
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Karma = 0;
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ControlSlots = 1;
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}
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[Constructable]
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public NatureFury()
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: this( null ) //Null makes it act like any other mob
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{
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}
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public override void MoveToWorld( Point3D loc, Map map )
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{
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base.MoveToWorld( loc, map );
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Timer.DelayCall( TimeSpan.Zero, DoEffects );
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}
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public void DoEffects()
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{
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FixedParticles( 0x91C, 10, 180, 0x2543, 0, 0, EffectLayer.Waist );
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PlaySound( 0xE );
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PlaySound( 0x1BC );
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if( Alive && !Deleted )
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Timer.DelayCall( TimeSpan.FromSeconds( 7.0 ), DoEffects );
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}
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public NatureFury( 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 );
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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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Delete();
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}
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}
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} |