#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Mobiles/Monsters/ML/Bedlam/RedDeath.cs
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96
Scripts/Mobiles/Monsters/ML/Bedlam/RedDeath.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 Red Death corpse" )]
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public class RedDeath : SkeletalMount
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{
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[Constructable]
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public RedDeath()
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: base( "Red Death" )
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{
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IsParagon = true;
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Hue = 0x21;
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BaseSoundID = 0x1C3;
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AI = AIType.AI_Melee;
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FightMode = FightMode.Closest;
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SetStr( 319, 324 );
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SetDex( 241, 244 );
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SetInt( 242, 255 );
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SetHits( 1540, 1605 );
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SetDamage( 25, 29 );
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SetDamageType( ResistanceType.Physical, 25 );
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SetDamageType( ResistanceType.Fire, 75 );
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SetDamageType( ResistanceType.Cold, 0 );
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SetResistance( ResistanceType.Physical, 60, 70 );
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SetResistance( ResistanceType.Fire, 90 );
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SetResistance( ResistanceType.Cold, 0 );
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SetResistance( ResistanceType.Poison, 100 );
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SetResistance( ResistanceType.Energy, 0 );
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SetSkill( SkillName.Wrestling, 121.4, 143.7 );
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SetSkill( SkillName.Tactics, 120.9, 142.2 );
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SetSkill( SkillName.MagicResist, 120.1, 142.3 );
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SetSkill( SkillName.Anatomy, 120.2, 144.0 );
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Fame = 28000;
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Karma = -28000;
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if ( Utility.RandomBool() )
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PackNecroScroll( Utility.RandomMinMax( 5, 9 ) );
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else
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PackScroll( 4, 7 );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.UltraRich, 3 );
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}
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public override WeaponAbility GetWeaponAbility()
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{
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return WeaponAbility.WhirlwindAttack;
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}
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public override void OnDeath( Container c )
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{
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base.OnDeath( c );
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c.DropItem( new ResolvesBridle() );
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}
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public override bool GivesMLMinorArtifact{ get{ return true; } }
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public override bool AlwaysMurderer{ get{ return true; } }
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public override bool HasBreath{ get{ return true; } }
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public override int BreathChaosDamage{ get { return 100; } }
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public override int BreathFireDamage{ get{ return 0; } }
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public RedDeath( Serial serial )
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: 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 ); // 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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}
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}
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}
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