ModernUO/Projects/Scripts/Mobiles/Animals/Mounts/SwampDragon.cs
2019-08-02 18:16:11 -07:00

219 lines
5.1 KiB
C#

using Server.Items;
namespace Server.Mobiles
{
public class SwampDragon : BaseMount
{
private Mobile m_BardingCrafter;
private bool m_BardingExceptional;
private int m_BardingHP;
private CraftResource m_BardingResource;
private bool m_HasBarding;
[Constructible]
public SwampDragon(string name = "a swamp dragon") :
base(name, 0x31A, 0x3EBD, AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4)
{
BaseSoundID = 0x16A;
SetStr(201, 300);
SetDex(66, 85);
SetInt(61, 100);
SetHits(121, 180);
SetDamage(3, 4);
SetDamageType(ResistanceType.Physical, 75);
SetDamageType(ResistanceType.Poison, 25);
SetResistance(ResistanceType.Physical, 35, 40);
SetResistance(ResistanceType.Fire, 20, 30);
SetResistance(ResistanceType.Cold, 20, 40);
SetResistance(ResistanceType.Poison, 20, 30);
SetResistance(ResistanceType.Energy, 30, 40);
SetSkill(SkillName.Anatomy, 45.1, 55.0);
SetSkill(SkillName.MagicResist, 45.1, 55.0);
SetSkill(SkillName.Tactics, 45.1, 55.0);
SetSkill(SkillName.Wrestling, 45.1, 55.0);
Fame = 2000;
Karma = -2000;
Hue = 0x851;
Tamable = true;
ControlSlots = 1;
MinTameSkill = 93.9;
}
public SwampDragon(Serial serial) : base(serial)
{
}
public override string CorpseName => "a swamp dragon corpse";
[CommandProperty(AccessLevel.GameMaster)]
public Mobile BardingCrafter
{
get => m_BardingCrafter;
set
{
m_BardingCrafter = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool BardingExceptional
{
get => m_BardingExceptional;
set
{
m_BardingExceptional = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int BardingHP
{
get => m_BardingHP;
set
{
m_BardingHP = value;
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool HasBarding
{
get => m_HasBarding;
set
{
m_HasBarding = value;
if (m_HasBarding)
{
Hue = CraftResources.GetHue(m_BardingResource);
BodyValue = 0x31F;
ItemID = 0x3EBE;
}
else
{
Hue = 0x851;
BodyValue = 0x31A;
ItemID = 0x3EBD;
}
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public CraftResource BardingResource
{
get => m_BardingResource;
set
{
m_BardingResource = value;
if (m_HasBarding)
Hue = CraftResources.GetHue(value);
InvalidateProperties();
}
}
[CommandProperty(AccessLevel.GameMaster)]
public int BardingMaxHP => m_BardingExceptional ? 2500 : 1000;
public override bool ReacquireOnMovement => true;
public override bool AutoDispel => !Controlled;
public override FoodType FavoriteFood => FoodType.Meat;
public override int Meat => 19;
public override int Hides => 20;
public override int Scales => 5;
public override ScaleType ScaleType => ScaleType.Green;
public override bool CanAngerOnTame => true;
public override bool OverrideBondingReqs()
{
return true;
}
public override int GetIdleSound()
{
return 0x2CE;
}
public override int GetDeathSound()
{
return 0x2CC;
}
public override int GetHurtSound()
{
return 0x2D1;
}
public override int GetAttackSound()
{
return 0x2C8;
}
public override double GetControlChance(Mobile m, bool useBaseSkill = false)
{
return 1.0;
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
if (m_HasBarding && m_BardingExceptional && m_BardingCrafter != null)
list.Add(1060853, m_BardingCrafter.Name); // armor exceptionally crafted by ~1_val~
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
writer.Write(m_BardingExceptional);
writer.Write(m_BardingCrafter);
writer.Write(m_HasBarding);
writer.Write(m_BardingHP);
writer.Write((int)m_BardingResource);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
m_BardingExceptional = reader.ReadBool();
m_BardingCrafter = reader.ReadMobile();
m_HasBarding = reader.ReadBool();
m_BardingHP = reader.ReadInt();
m_BardingResource = (CraftResource)reader.ReadInt();
break;
}
}
if (Hue == 0 && !m_HasBarding)
Hue = 0x851;
if (BaseSoundID == -1)
BaseSoundID = 0x16A;
}
}
}