ModernUO/Projects/Scripts/Mobiles/Monsters/ML/Labyrinth/Miasma.cs
2019-08-02 18:16:11 -07:00

113 lines
No EOL
3.2 KiB
C#

using Server.Items;
namespace Server.Mobiles
{
public class Miasma : Scorpion
{
[Constructible]
public Miasma()
{
IsParagon = true;
Hue = 0x8FD;
SetStr(255, 847);
SetDex(145, 428);
SetInt(26, 380);
SetHits(750, 2000);
SetMana(5, 60);
SetDamage(20, 30);
SetDamageType(ResistanceType.Physical, 60);
SetDamageType(ResistanceType.Poison, 40);
SetResistance(ResistanceType.Physical, 50, 54);
SetResistance(ResistanceType.Fire, 40, 45);
SetResistance(ResistanceType.Cold, 50, 55);
SetResistance(ResistanceType.Poison, 70, 80);
SetResistance(ResistanceType.Energy, 40, 45);
SetSkill(SkillName.Wrestling, 84.9, 103.3);
SetSkill(SkillName.Tactics, 98.4, 110.6);
SetSkill(SkillName.Anatomy, 0);
SetSkill(SkillName.MagicResist, 74.4, 77.7);
SetSkill(SkillName.Poisoning, 128.5, 143.6);
Fame = 21000;
Karma = -21000;
}
/*
// TODO: uncomment once added
public override void OnDeath( Container c )
{
base.OnDeath( c );
if ( Utility.RandomDouble() < 0.025 )
{
switch ( Utility.Random( 16 ) )
{
case 0: c.DropItem( new MyrmidonGloves() ); break;
case 1: c.DropItem( new MyrmidonGorget() ); break;
case 2: c.DropItem( new MyrmidonLegs() ); break;
case 3: c.DropItem( new MyrmidonArms() ); break;
case 4: c.DropItem( new PaladinArms() ); break;
case 5: c.DropItem( new PaladinGorget() ); break;
case 6: c.DropItem( new LeafweaveLegs() ); break;
case 7: c.DropItem( new DeathChest() ); break;
case 8: c.DropItem( new DeathGloves() ); break;
case 9: c.DropItem( new DeathLegs() ); break;
case 10: c.DropItem( new GreymistGloves() ); break;
case 11: c.DropItem( new GreymistArms() ); break;
case 12: c.DropItem( new AssassinChest() ); break;
case 13: c.DropItem( new AssassinArms() ); break;
case 14: c.DropItem( new HunterGloves() ); break;
case 15: c.DropItem( new HunterLegs() ); break;
}
}
}
*/
public Miasma(Serial serial)
: base(serial)
{
}
public override string CorpseName => "a Miasma corpse";
public override string DefaultName => "Miasma";
/* yes, this is OSI style */
public override double WeaponAbilityChance => 0.75;
public override double HitPoisonChance => 0.35;
public override Poison HitPoison => Poison.Lethal;
public override bool HasManaOveride => true;
public override bool GivesMLMinorArtifact => true;
public override int TreasureMapLevel => 5;
public override void GenerateLoot()
{
AddLoot(LootPack.UltraRich, 4);
}
public override WeaponAbility GetWeaponAbility()
{
return WeaponAbility.MortalStrike;
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}