#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Mobiles/Monsters/SE/EliteNinja.cs
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123
Scripts/Mobiles/Monsters/SE/EliteNinja.cs
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using System;
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using System.Collections;
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using Server.Items;
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using Server.ContextMenus;
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using Server.Misc;
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using Server.Network;
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namespace Server.Mobiles
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{
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public class EliteNinja : BaseCreature
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{
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public override bool ClickTitle{ get{ return false; } }
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[Constructable]
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public EliteNinja() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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SpeechHue = Utility.RandomDyedHue();
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Hue = Utility.RandomSkinHue();
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Name = "an elite ninja";
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Body = ( this.Female = Utility.RandomBool() ) ? 0x191 : 0x190;
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SetHits( 251, 350 );
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SetStr( 126, 225 );
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SetDex( 81, 95 );
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SetInt( 151, 165 );
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SetDamage( 12, 20 );
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SetDamageType( ResistanceType.Physical, 65 );
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SetDamageType( ResistanceType.Fire, 15 );
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SetDamageType( ResistanceType.Poison, 15 );
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SetDamageType( ResistanceType.Energy, 5 );
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SetResistance( ResistanceType.Physical, 35, 65 );
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SetResistance( ResistanceType.Fire, 40, 60 );
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SetResistance( ResistanceType.Cold, 25, 45 );
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SetResistance( ResistanceType.Poison, 40, 60 );
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SetResistance( ResistanceType.Energy, 35, 55 );
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SetSkill( SkillName.Anatomy, 105.0, 120.0 );
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SetSkill( SkillName.MagicResist, 80.0, 100.0 );
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SetSkill( SkillName.Tactics, 115.0, 130.0 );
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SetSkill( SkillName.Wrestling, 95.0, 120.0 );
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SetSkill( SkillName.Fencing, 95.0, 120.0 );
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SetSkill( SkillName.Macing, 95.0, 120.0 );
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SetSkill( SkillName.Swords, 95.0, 120.0 );
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SetSkill( SkillName.Ninjitsu, 95.0, 120.0 );
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Fame = 8500;
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Karma = -8500;
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/* TODO:
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Uses Smokebombs
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Hides
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Stealths
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Can use Ninjitsu Abilities
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Can change weapons during a fight
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*/
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AddItem( new NinjaTabi() );
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AddItem( new LeatherNinjaJacket());
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AddItem( new LeatherNinjaHood());
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AddItem( new LeatherNinjaPants());
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AddItem( new LeatherNinjaMitts());
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if( Utility.RandomDouble() < 0.33 )
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AddItem( new SmokeBomb() );
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switch ( Utility.Random( 8 ))
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{
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case 0: AddItem( new Tessen() ); break;
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case 1: AddItem( new Wakizashi() ); break;
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case 2: AddItem( new Nunchaku() ); break;
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case 3: AddItem( new Daisho() ); break;
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case 4: AddItem( new Sai() ); break;
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case 5: AddItem( new Tekagi() ); break;
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case 6: AddItem( new Kama() ); break;
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case 7: AddItem( new Katana() ); break;
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}
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Utility.AssignRandomHair( this );
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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 BookOfNinjitsu() );
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}
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public override bool BardImmune{ get{ return true; } }
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public override void GenerateLoot()
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{
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AddLoot( LootPack.FilthyRich );
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AddLoot( LootPack.Rich );
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AddLoot( LootPack.Gems, 2 );
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}
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public override bool AlwaysMurderer{ get{ return true; } }
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public EliteNinja( 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 ); // 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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