ModernUO/Scripts/Spells/Spellweaving/Mobiles/NatureFury.cs
asayre 2ad37d54aa Lots of fixes, changes, rewrites of various things, including but not limited to:
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.
2007-05-26 03:12:41 +00:00

106 lines
No EOL
2.4 KiB
C#

using System;
using Server;
using Server.Misc;
namespace Server.Mobiles
{
public class NatureFury : BaseCreature
{
public override bool DeleteCorpseOnDeath { get { return Core.AOS; } }
public override bool IsHouseSummonable { get { return true; } }
public override double DispelDifficulty { get { return 125.0; } }
public override double DispelFocus { get { return 90.0; } }
public override bool BleedImmune { get { return true; } }
public override Poison PoisonImmune { get { return Poison.Lethal; } }
public override bool AlwaysMurderer { get { return true; } }
private Mobile m_Target;
public override Mobile ConstantFocus { get { return m_Target; } }
public override void OnThink()
{
if( m_Target != null && (!m_Target.Alive || m_Target.Deleted || !InRange( m_Target, 24 ) || !CanSee( m_Target )) )
m_Target = null; //Go kill other stuffs
base.OnThink();
}
[Constructable]
public NatureFury( Mobile target )
: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
m_Target = target;
Name = "a nature's fury";
Body = 0x33;
Hue = 0x4001;
SetStr( 150 );
SetDex( 150 );
SetInt( 100 );
SetHits( 80 );
SetStam( 250 );
SetMana( 0 );
SetDamage( 5, 7 );
SetDamageType( ResistanceType.Poison, 100 );
SetResistance( ResistanceType.Physical, 90 );
SetSkill( SkillName.Wrestling, 90.0 );
SetSkill( SkillName.MagicResist, 70.0 );
SetSkill( SkillName.Tactics, 100.0 );
Fame = 0;
Karma = 0;
ControlSlots = 1;
}
[Constructable]
public NatureFury()
: this( null ) //Null makes it act like any other mob
{
}
public override void MoveToWorld( Point3D loc, Map map )
{
base.MoveToWorld( loc, map );
Timer.DelayCall( TimeSpan.Zero, DoEffects );
}
public void DoEffects()
{
FixedParticles( 0x91C, 10, 180, 0x2543, 0, 0, EffectLayer.Waist );
PlaySound( 0xE );
PlaySound( 0x1BC );
if( Alive && !Deleted )
Timer.DelayCall( TimeSpan.FromSeconds( 7.0 ), DoEffects );
}
public NatureFury( Serial serial )
: base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int)0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
Delete();
}
}
}