#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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108
Scripts/Mobiles/Monsters/ML/Prism of Light/Protector.cs
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108
Scripts/Mobiles/Monsters/ML/Prism of Light/Protector.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 human corpse" )]
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public class Protector : BaseCreature
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{
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[Constructable]
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public Protector()
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Body = 401;
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Female = true;
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Hue = Race.Human.RandomSkinHue();
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HairItemID = Race.Human.RandomHair( this );
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HairHue = Race.Human.RandomHairHue();
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Name = "a Protector";
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Title = "the mystic llamaherder";
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SetStr( 700, 800 );
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SetDex( 100, 150 );
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SetInt( 50, 75 );
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SetHits( 350, 450 );
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SetDamage( 6, 12 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance( ResistanceType.Physical, 30, 40 );
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SetResistance( ResistanceType.Fire, 20, 30 );
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SetResistance( ResistanceType.Cold, 35, 40 );
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SetResistance( ResistanceType.Poison, 30, 40 );
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SetResistance( ResistanceType.Energy, 30, 40 );
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SetSkill( SkillName.Wrestling, 70.0, 100.0 );
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SetSkill( SkillName.Tactics, 80.0, 100.0 );
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SetSkill( SkillName.MagicResist, 50.0, 70.0 );
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SetSkill( SkillName.Anatomy, 70.0, 100.0 );
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Fame = 10000;
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Karma = -10000;
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Item boots = new ThighBoots();
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boots.Movable = false;
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boots.Hue = Utility.Random( 2 );
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Item shroud = new Item( 0x204E );
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shroud.Layer = Layer.OuterTorso;
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shroud.Movable = false;
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shroud.Hue = Utility.Random( 2 );
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AddItem( boots );
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AddItem( shroud );
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}
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public override bool AlwaysMurderer { get { return true; } }
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public override bool PropertyTitle { get { return false; } }
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public override bool ShowFameTitle { get { return false; } }
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public Protector( Serial serial )
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: base( serial )
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{
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}
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public override void GenerateLoot( bool spawning )
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{
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if ( spawning )
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return; // No loot/backpack on spawn
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base.GenerateLoot( true );
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base.GenerateLoot( false );
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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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}
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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() < 0.4 )
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c.DropItem( new ProtectorsEssence() );
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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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