#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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296
Scripts/Mobiles/Monsters/LBR/Meers/EnragedCreatures.cs
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296
Scripts/Mobiles/Monsters/LBR/Meers/EnragedCreatures.cs
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using System;
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using Server;
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using Server.Network;
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namespace Server.Mobiles
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{
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[CorpseName( "a hare corpse" )]
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public class EnragedRabbit : BaseEnraged
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{
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public EnragedRabbit( Mobile summoner ) : base( summoner )
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{
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Name = "a rabbit";
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Body = 0xcd;
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}
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public override int GetAttackSound()
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{
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return 0xC9;
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}
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public override int GetHurtSound()
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{
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return 0xCA;
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}
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public override int GetDeathSound()
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{
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return 0xCB;
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}
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public EnragedRabbit( 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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[CorpseName( "a deer corpse" )]
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public class EnragedHart : BaseEnraged
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{
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public EnragedHart( Mobile summoner ) : base( summoner )
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{
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Name = "a great hart";
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Body = 0xea;
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}
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public override int GetAttackSound()
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{
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return 0x82;
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}
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public override int GetHurtSound()
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{
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return 0x83;
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}
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public override int GetDeathSound()
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{
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return 0x84;
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}
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public EnragedHart( 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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[CorpseName( "a deer corpse" )]
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public class EnragedHind : BaseEnraged
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{
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public EnragedHind( Mobile summoner ) : base( summoner )
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{
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Name = "a hind";
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Body = 0xed;
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}
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public override int GetAttackSound()
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{
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return 0x82;
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}
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public override int GetHurtSound()
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{
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return 0x83;
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}
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public override int GetDeathSound()
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{
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return 0x84;
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}
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public EnragedHind( 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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[CorpseName( "a bear corpse" )]
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public class EnragedBlackBear : BaseEnraged
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{
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public EnragedBlackBear( Mobile summoner ) : base( summoner )
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{
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Name = "a black bear";
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Body = 0xd3;
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BaseSoundID = 0xa3;
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}
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public EnragedBlackBear( 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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[CorpseName( "an eagle corpse" )]
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public class EnragedEagle : BaseEnraged
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{
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public EnragedEagle( Mobile summoner ) : base( summoner )
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{
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Name = "an eagle";
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Body = 0x5;
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BaseSoundID = 0x2ee;
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}
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public EnragedEagle( 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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public class BaseEnraged : BaseCreature
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{
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public BaseEnraged( Mobile summoner )
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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SetStr( 50, 200 );
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SetDex( 50, 200 );
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SetHits( 50, 200 );
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SetStam( 50, 200 );
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/*
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On OSI, all stats are random 50-200, but
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str is never less than hits, and dex is never
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less than stam.
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*/
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if( Str < Hits )
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Str = Hits;
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if( Dex < Stam )
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Dex = Stam;
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Karma = -1000;
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Tamable = false;
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SummonMaster = summoner;
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}
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public override void OnThink()
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{
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if( SummonMaster == null || SummonMaster.Deleted )
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{
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Delete();
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}
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/*
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On OSI, without combatant, they behave as if they have been
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given "come" command, ie they wander towards their summoner,
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but never actually "follow".
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*/
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else if( !Combat( this ))
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{
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if( AIObject != null )
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{
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AIObject.MoveTo( SummonMaster, false , 5 );
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}
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}
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/*
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On OSI, if the summon attacks a mobile, the summoner meer also
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attacks them, regardless of karma, etc. as long as the combatant
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is a player or controlled/summoned, and the summoner is not already
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engaged in combat.
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*/
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else if( !Combat( SummonMaster ))
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{
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BaseCreature bc = null;
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if( Combatant is BaseCreature )
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{
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bc = (BaseCreature)Combatant;
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}
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if( Combatant.Player || ( bc != null && ( bc.Controlled || bc.SummonMaster != null )))
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{
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SummonMaster.Combatant = Combatant;
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}
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}
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else
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{
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base.OnThink();
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}
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}
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private bool Combat( Mobile mobile )
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{
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Mobile combatant = mobile.Combatant;
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if( combatant == null || combatant.Deleted )
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{
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return false;
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}
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else if ( combatant.IsDeadBondedPet || !combatant.Alive )
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{
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return false;
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}
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return true;
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}
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public override void OnSingleClick( Mobile from )
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{
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base.OnSingleClick( from );
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PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1060768, from.NetState ); // enraged
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}
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public override void AddNameProperties( ObjectPropertyList list )
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{
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base.AddNameProperties( list );
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list.Add( 1060768 ); // enraged
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}
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public BaseEnraged( 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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