#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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183
Scripts/Mobiles/Monsters/AOS/Revenant.cs
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183
Scripts/Mobiles/Monsters/AOS/Revenant.cs
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using System;
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using Server;
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using Server.Items;
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using Server.Targeting;
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namespace Server.Mobiles
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{
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public class Revenant : BaseCreature
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{
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private Mobile m_Target;
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private DateTime m_ExpireTime;
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public override void DisplayPaperdollTo( Mobile to )
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{
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// Do nothing
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}
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public override Mobile ConstantFocus{ get{ return m_Target; } }
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public override bool NoHouseRestrictions{ get{ return true; } }
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public override double DispelDifficulty{ get{ return 80.0; } }
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public override double DispelFocus{ get{ return 20.0; } }
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public Revenant( Mobile caster, Mobile target, TimeSpan duration ) : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.18, 0.36 )
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{
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Name = "a revenant";
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Body = 400;
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Hue = 1;
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// TODO: Sound values?
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double scalar = caster.Skills[SkillName.SpiritSpeak].Value * 0.01;
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m_Target = target;
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m_ExpireTime = DateTime.UtcNow + duration;
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SetStr( 200 );
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SetDex( 150 );
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SetInt( 150 );
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SetDamage( 16, 17 );
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// Bestiary says 50 phys 50 cold, animal lore says differently
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SetDamageType( ResistanceType.Physical, 100 );
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SetSkill( SkillName.MagicResist, 100.0 * scalar ); // magic resist is absolute value of spiritspeak
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SetSkill( SkillName.Tactics, 100.0 ); // always 100
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SetSkill( SkillName.Swords, 100.0 * scalar ); // not displayed in animal lore but tests clearly show this is influenced
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SetSkill( SkillName.DetectHidden, 75.0 * scalar );
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scalar /= 1.2;
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SetResistance( ResistanceType.Physical, 40 + (int)(20 * scalar), 50 + (int)(20 * scalar) );
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SetResistance( ResistanceType.Cold, 40 + (int)(20 * scalar), 50 + (int)(20 * scalar) );
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SetResistance( ResistanceType.Fire, (int)(20 * scalar) );
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SetResistance( ResistanceType.Poison, 100 );
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SetResistance( ResistanceType.Energy, 40 + (int)(20 * scalar), 50 + (int)(20 * scalar) );
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Fame = 0;
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Karma = 0;
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ControlSlots = 3;
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VirtualArmor = 32;
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Item shroud = new DeathShroud();
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shroud.Hue = 0x455;
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shroud.Movable = false;
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AddItem( shroud );
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Halberd weapon = new Halberd();
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weapon.Hue = 1;
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weapon.Movable = false;
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AddItem( weapon );
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}
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public override bool AlwaysMurderer{ get{ return true; } }
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public override bool BleedImmune{ get{ return true; } }
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public override bool BardImmune{ get{ return true; } }
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public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
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public override void OnThink()
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{
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if ( !m_Target.Alive || DateTime.UtcNow > m_ExpireTime )
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{
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Kill();
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return;
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}
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else if ( Map != m_Target.Map || !InRange( m_Target, 15 ) )
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{
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Map fromMap = Map;
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Point3D from = Location;
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Map toMap = m_Target.Map;
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Point3D to = m_Target.Location;
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if ( toMap != null )
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{
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for ( int i = 0; i < 5; ++i )
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{
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Point3D loc = new Point3D( to.X - 4 + Utility.Random( 9 ), to.Y - 4 + Utility.Random( 9 ), to.Z );
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if ( toMap.CanSpawnMobile( loc ) )
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{
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to = loc;
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break;
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}
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else
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{
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loc.Z = toMap.GetAverageZ( loc.X, loc.Y );
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if ( toMap.CanSpawnMobile( loc ) )
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{
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to = loc;
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break;
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}
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}
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}
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}
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Map = toMap;
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Location = to;
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ProcessDelta();
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Effects.SendLocationParticles( EffectItem.Create( from, fromMap, EffectItem.DefaultDuration ), 0x3728, 1, 13, 37, 7, 5023, 0 );
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FixedParticles( 0x3728, 1, 13, 5023, 37, 7, EffectLayer.Waist );
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PlaySound( 0x37D );
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}
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if (m_Target.Hidden && InRange(m_Target, 3) && Core.TickCount - this.NextSkillTime >= 0 && UseSkill(SkillName.DetectHidden))
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{
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Target targ = this.Target;
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if ( targ != null )
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targ.Invoke( this, this );
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}
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Combatant = m_Target;
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FocusMob = m_Target;
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if ( AIObject != null )
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AIObject.Action = ActionType.Combat;
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base.OnThink();
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}
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public override bool OnBeforeDeath()
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{
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Effects.PlaySound( Location, Map, 0x10B );
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Effects.SendLocationParticles( EffectItem.Create( Location, Map, TimeSpan.FromSeconds( 10.0 ) ), 0x37CC, 1, 50, 2101, 7, 9909, 0 );
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Delete();
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return false;
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}
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public Revenant( 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) 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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}
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