#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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93
Scripts/Mobiles/Animals/Mounts/FireSteed.cs
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93
Scripts/Mobiles/Animals/Mounts/FireSteed.cs
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using System;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Mobiles
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{
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[CorpseName( "a fire steed corpse" )]
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public class FireSteed : BaseMount
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{
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[Constructable]
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public FireSteed() : this( "a fire steed" )
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{
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}
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[Constructable]
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public FireSteed( string name ) : base( name, 0xBE, 0x3E9E, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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BaseSoundID = 0xA8;
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SetStr( 376, 400 );
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SetDex( 91, 120 );
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SetInt( 291, 300 );
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SetHits( 226, 240 );
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SetDamage( 11, 30 );
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SetDamageType( ResistanceType.Physical, 20 );
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SetDamageType( ResistanceType.Fire, 80 );
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SetResistance( ResistanceType.Physical, 30, 40 );
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SetResistance( ResistanceType.Fire, 70, 80 );
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SetResistance( ResistanceType.Cold, 20, 30 );
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SetResistance( ResistanceType.Poison, 30, 40 );
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SetResistance( ResistanceType.Energy, 30, 40 );
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SetSkill( SkillName.MagicResist, 100.0, 120.0 );
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SetSkill( SkillName.Tactics, 100.0 );
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SetSkill( SkillName.Wrestling, 100.0 );
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Fame = 20000;
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Karma = -20000;
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Tamable = true;
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ControlSlots = 2;
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MinTameSkill = 106.0;
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}
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public override void GenerateLoot()
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{
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PackItem( new SulfurousAsh( Utility.RandomMinMax( 151, 300 ) ) );
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PackItem( new Ruby( Utility.RandomMinMax( 16, 30 ) ) );
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}
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public override bool HasBreath{ get{ return true; } } // fire breath enabled
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public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }
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public override PackInstinct PackInstinct{ get{ return PackInstinct.Daemon | PackInstinct.Equine; } }
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public FireSteed( Serial serial ) : 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) 1 ); // version
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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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if ( BaseSoundID <= 0 )
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BaseSoundID = 0xA8;
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if( version < 1 )
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{
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for ( int i = 0; i < Skills.Length; ++i )
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{
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Skills[i].Cap = Math.Max( 100.0, Skills[i].Cap * 0.9 );
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if ( Skills[i].Base > Skills[i].Cap )
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{
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Skills[i].Base = Skills[i].Cap;
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}
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}
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}
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}
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}
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}
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