#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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114
Scripts/Mobiles/Monsters/ML/Labyrinth/Miasma.cs
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114
Scripts/Mobiles/Monsters/ML/Labyrinth/Miasma.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 Miasma corpse" )]
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public class Miasma : Scorpion
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{
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[Constructable]
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public Miasma()
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{
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IsParagon = true;
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Name = "Miasma";
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Hue = 0x8FD;
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SetStr( 255, 847 );
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SetDex( 145, 428 );
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SetInt( 26, 380 );
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SetHits( 750, 2000 );
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SetMana( 5, 60 );
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SetDamage( 20, 30 );
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SetDamageType( ResistanceType.Physical, 60 );
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SetDamageType( ResistanceType.Poison, 40 );
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SetResistance( ResistanceType.Physical, 50, 54 );
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SetResistance( ResistanceType.Fire, 40, 45 );
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SetResistance( ResistanceType.Cold, 50, 55 );
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SetResistance( ResistanceType.Poison, 70, 80 );
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SetResistance( ResistanceType.Energy, 40, 45 );
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SetSkill( SkillName.Wrestling, 84.9, 103.3 );
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SetSkill( SkillName.Tactics, 98.4, 110.6 );
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SetSkill( SkillName.Anatomy, 0 );
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SetSkill( SkillName.MagicResist, 74.4, 77.7 );
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SetSkill( SkillName.Poisoning, 128.5, 143.6 );
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Fame = 21000;
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Karma = -21000;
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}
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/* yes, this is OSI style */
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public override double WeaponAbilityChance { get { return 0.75; } }
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public override double HitPoisonChance { get { return 0.35; } }
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public override Poison HitPoison { get { return ( Poison.Lethal ); } }
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public override bool HasManaOveride { get { return true; } }
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public override bool GivesMLMinorArtifact { get { return true; } }
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public override int TreasureMapLevel { get { return 5; } }
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public override void GenerateLoot()
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{
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AddLoot( LootPack.UltraRich, 4 );
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}
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public override WeaponAbility GetWeaponAbility()
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{
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return WeaponAbility.MortalStrike;
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}
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/*
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// TODO: uncomment once added
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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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if ( Utility.RandomDouble() < 0.025 )
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{
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switch ( Utility.Random( 16 ) )
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{
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case 0: c.DropItem( new MyrmidonGloves() ); break;
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case 1: c.DropItem( new MyrmidonGorget() ); break;
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case 2: c.DropItem( new MyrmidonLegs() ); break;
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case 3: c.DropItem( new MyrmidonArms() ); break;
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case 4: c.DropItem( new PaladinArms() ); break;
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case 5: c.DropItem( new PaladinGorget() ); break;
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case 6: c.DropItem( new LeafweaveLegs() ); break;
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case 7: c.DropItem( new DeathChest() ); break;
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case 8: c.DropItem( new DeathGloves() ); break;
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case 9: c.DropItem( new DeathLegs() ); break;
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case 10: c.DropItem( new GreymistGloves() ); break;
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case 11: c.DropItem( new GreymistArms() ); break;
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case 12: c.DropItem( new AssassinChest() ); break;
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case 13: c.DropItem( new AssassinArms() ); break;
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case 14: c.DropItem( new HunterGloves() ); break;
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case 15: c.DropItem( new HunterLegs() ); break;
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}
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}
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}
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*/
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public Miasma( 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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87
Scripts/Mobiles/Monsters/ML/Labyrinth/Pyre.cs
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87
Scripts/Mobiles/Monsters/ML/Labyrinth/Pyre.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server;
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using Server.Items;
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using Server.Spells;
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namespace Server.Mobiles
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{
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[CorpseName( "a Pyre corpse" )]
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public class Pyre : Phoenix
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{
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[Constructable]
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public Pyre()
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{
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IsParagon = true;
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Name = "Pyre";
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Hue = 0x489;
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FightMode = FightMode.Closest;
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SetStr( 605, 611 );
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SetDex( 391, 519 );
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SetInt( 669, 818 );
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SetHits( 1783, 1939 );
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SetDamage( 30 );
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SetDamageType( ResistanceType.Physical, 50 );
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SetDamageType( ResistanceType.Fire, 50 );
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SetResistance( ResistanceType.Physical, 65 );
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SetResistance( ResistanceType.Fire, 72, 75 );
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SetResistance( ResistanceType.Poison, 36, 41 );
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SetResistance( ResistanceType.Energy, 50, 51 );
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SetSkill( SkillName.Wrestling, 121.9, 130.6 );
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SetSkill( SkillName.Tactics, 114.4, 117.4 );
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SetSkill( SkillName.MagicResist, 147.7, 153.0 );
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SetSkill( SkillName.Poisoning, 122.8, 124.0 );
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SetSkill( SkillName.Magery, 121.8, 127.8 );
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SetSkill( SkillName.EvalInt, 103.6, 117.0 );
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SetSkill( SkillName.Meditation, 100.0, 110.0 );
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Fame = 21000;
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Karma = -21000;
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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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if ( Utility.RandomBool() )
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return WeaponAbility.ParalyzingBlow;
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else
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return WeaponAbility.BleedAttack;
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}
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public override bool GivesMLMinorArtifact{ get{ return true; } }
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public override int TreasureMapLevel{ get{ return 5; } }
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public override bool HasAura{ get{ return true; } }
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public Pyre( 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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79
Scripts/Mobiles/Monsters/ML/Labyrinth/Rend.cs
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79
Scripts/Mobiles/Monsters/ML/Labyrinth/Rend.cs
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@ -0,0 +1,79 @@
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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 Rend corpse" )]
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public class Rend : Reptalon
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{
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[Constructable]
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public Rend()
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{
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IsParagon = true;
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Name = "Rend";
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Hue = 0x455;
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SetStr( 1261, 1284 );
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SetDex( 363, 384 );
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SetInt( 601, 642 );
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SetHits( 5176, 6100 );
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SetDamage( 26, 33 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetDamageType( ResistanceType.Poison, 0 );
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SetDamageType( ResistanceType.Energy, 0 );
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SetResistance( ResistanceType.Physical, 75, 85 );
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SetResistance( ResistanceType.Fire, 81, 94 );
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SetResistance( ResistanceType.Cold, 46, 55 );
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SetResistance( ResistanceType.Poison, 35, 44 );
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SetResistance( ResistanceType.Energy, 45, 52 );
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SetSkill( SkillName.Wrestling, 136.3, 150.3 );
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SetSkill( SkillName.Tactics, 133.4, 141.4 );
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SetSkill( SkillName.MagicResist, 90.9, 110.0 );
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SetSkill( SkillName.Anatomy, 66.6, 72.0 );
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Fame = 21000;
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Karma = -21000;
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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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if ( Utility.RandomBool() )
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return WeaponAbility.ParalyzingBlow;
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else
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return WeaponAbility.BleedAttack;
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}
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public override bool GivesMLMinorArtifact{ get{ return true; } }
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public Rend( 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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