#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Mobiles/Monsters/Elemental/Magic/BloodElemental.cs
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72
Scripts/Mobiles/Monsters/Elemental/Magic/BloodElemental.cs
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using System;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a blood elemental corpse" )]
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public class BloodElemental : BaseCreature
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{
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[Constructable]
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public BloodElemental () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a blood elemental";
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Body = 159;
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BaseSoundID = 278;
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SetStr( 526, 615 );
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SetDex( 66, 85 );
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SetInt( 226, 350 );
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SetHits( 316, 369 );
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SetDamage( 17, 27 );
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SetDamageType( ResistanceType.Physical, 0 );
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SetDamageType( ResistanceType.Poison, 50 );
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SetDamageType( ResistanceType.Energy, 50 );
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SetResistance( ResistanceType.Physical, 55, 65 );
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SetResistance( ResistanceType.Fire, 20, 30 );
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SetResistance( ResistanceType.Cold, 40, 50 );
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SetResistance( ResistanceType.Poison, 50, 60 );
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SetResistance( ResistanceType.Energy, 30, 40 );
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SetSkill( SkillName.EvalInt, 85.1, 100.0 );
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SetSkill( SkillName.Magery, 85.1, 100.0 );
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SetSkill( SkillName.Meditation, 10.4, 50.0 );
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SetSkill( SkillName.MagicResist, 80.1, 95.0 );
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SetSkill( SkillName.Tactics, 80.1, 100.0 );
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SetSkill( SkillName.Wrestling, 80.1, 100.0 );
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Fame = 12500;
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Karma = -12500;
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VirtualArmor = 60;
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.FilthyRich );
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AddLoot( LootPack.Rich );
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}
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public override int TreasureMapLevel{ get{ return 5; } }
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public BloodElemental( 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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}
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}
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}
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