#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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81
Scripts/Mobiles/Monsters/Misc/Magic/ShadowWisp.cs
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81
Scripts/Mobiles/Monsters/Misc/Magic/ShadowWisp.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 wisp corpse" )]
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public class ShadowWisp : BaseCreature
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{
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[Constructable]
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public ShadowWisp() : base( AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.3, 0.6 )
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{
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Name = "a shadow wisp";
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Body = 165;
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BaseSoundID = 466;
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SetStr( 16, 40 );
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SetDex( 16, 45 );
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SetInt( 11, 25 );
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SetHits( 10, 24 );
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SetDamage( 5, 10 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance( ResistanceType.Physical, 15, 20 );
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SetResistance( ResistanceType.Fire, 5, 10 );
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SetResistance( ResistanceType.Poison, 5, 10 );
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SetResistance( ResistanceType.Energy, 15, 20 );
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SetSkill( SkillName.EvalInt, 40.0 );
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SetSkill( SkillName.Magery, 50.0 );
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SetSkill( SkillName.Meditation, 40.0 );
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SetSkill( SkillName.MagicResist, 10.0 );
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SetSkill( SkillName.Tactics, 0.1, 15.0 );
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SetSkill( SkillName.Wrestling, 25.1, 40.0 );
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Fame = 500;
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VirtualArmor = 18;
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AddItem( new LightSource() );
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switch ( Utility.Random( 10 ))
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{
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case 0: PackItem( new LeftArm() ); break;
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case 1: PackItem( new RightArm() ); break;
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case 2: PackItem( new Torso() ); break;
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case 3: PackItem( new Bone() ); break;
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case 4: PackItem( new RibCage() ); break;
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case 5: PackItem( new RibCage() ); break;
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case 6: PackItem( new BonePile() ); break;
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case 7: PackItem( new BonePile() ); break;
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case 8: PackItem( new BonePile() ); break;
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case 9: PackItem( new BonePile() ); break;
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}
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}
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public ShadowWisp( Serial serial ) : base( serial )
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{
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}
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public override OppositionGroup OppositionGroup
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{
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get{ return OppositionGroup.FeyAndUndead; }
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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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