#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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183
Scripts/Mobiles/Monsters/SE/FanDancer.cs
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183
Scripts/Mobiles/Monsters/SE/FanDancer.cs
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using System;
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using System.Collections;
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using Server;
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using Server.Network;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a fan dancer corpse" )]
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public class FanDancer : BaseCreature
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{
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[Constructable]
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public FanDancer() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a fan dancer";
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Body = 247;
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BaseSoundID = 0x372;
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SetStr( 301, 375 );
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SetDex( 201, 255 );
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SetInt( 21, 25 );
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SetHits( 351, 430 );
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SetDamage( 12, 17 );
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SetDamageType( ResistanceType.Physical, 70 );
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SetDamageType( ResistanceType.Fire, 10 );
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SetDamageType( ResistanceType.Cold, 10 );
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SetDamageType( ResistanceType.Poison, 10 );
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SetResistance( ResistanceType.Physical, 40, 60 );
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SetResistance( ResistanceType.Fire, 50, 70 );
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SetResistance( ResistanceType.Cold, 50, 70 );
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SetResistance( ResistanceType.Poison, 50, 70 );
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SetResistance( ResistanceType.Energy, 40, 60 );
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SetSkill( SkillName.MagicResist, 100.1, 110.0 );
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SetSkill( SkillName.Tactics, 85.1, 95.0 );
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SetSkill( SkillName.Wrestling, 85.1, 95.0 );
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SetSkill( SkillName.Anatomy, 85.1, 95.0 );
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Fame = 9000;
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Karma = -9000;
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if ( Utility.RandomDouble() < .33 )
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PackItem( Engines.Plants.Seed.RandomBonsaiSeed() );
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AddItem( new Tessen() );
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if ( 0.02 >= Utility.RandomDouble() )
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PackItem( new OrigamiPaper() );
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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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AddLoot( LootPack.Rich );
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AddLoot( LootPack.Gems, 2 );
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}
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public override bool Uncalmable{ get{ return true; } }
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/* TODO: Repel Magic
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* 10% chance of repelling a melee attack (why did they call it repel magic anyway?)
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* Cliloc: 1070844
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* Effect: damage is dealt to the attacker, no damage is taken by the fan dancer
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*/
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public override void OnDamagedBySpell( Mobile attacker )
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{
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base.OnDamagedBySpell( attacker );
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if ( 0.8 > Utility.RandomDouble() && !attacker.InRange( this, 1 ) )
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{
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/* Fan Throw
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* Effect: - To: "0x57D4F5B" - ItemId: "0x27A3" - ItemIdName: "Tessen" - FromLocation: "(992 299, 24)" - ToLocation: "(992 308, 22)" - Speed: "10" - Duration: "0" - FixedDirection: "False" - Explode: "False" - Hue: "0x0" - Render: "0x0"
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* Damage: 50-65
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*/
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Effects.SendPacket( attacker, attacker.Map, new HuedEffect( EffectType.Moving, Serial.Zero, Serial.Zero, 0x27A3, this.Location, attacker.Location, 10, 0, false, false, 0, 0 ) );
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AOS.Damage( attacker, this, Utility.RandomMinMax( 50, 65 ), 100, 0, 0, 0, 0 );
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}
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}
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public override void OnGotMeleeAttack( Mobile attacker )
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{
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base.OnGotMeleeAttack( attacker );
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if ( 0.8 > Utility.RandomDouble() && !attacker.InRange( this, 1 ) )
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{
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/* Fan Throw
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* Effect: - To: "0x57D4F5B" - ItemId: "0x27A3" - ItemIdName: "Tessen" - FromLocation: "(992 299, 24)" - ToLocation: "(992 308, 22)" - Speed: "10" - Duration: "0" - FixedDirection: "False" - Explode: "False" - Hue: "0x0" - Render: "0x0"
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* Damage: 50-65
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*/
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Effects.SendPacket( attacker, attacker.Map, new HuedEffect( EffectType.Moving, Serial.Zero, Serial.Zero, 0x27A3, this.Location, attacker.Location, 10, 0, false, false, 0, 0 ) );
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AOS.Damage( attacker, this, Utility.RandomMinMax( 50, 65 ), 100, 0, 0, 0, 0 );
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}
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}
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public override void OnGaveMeleeAttack( Mobile defender )
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{
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base.OnGaveMeleeAttack( defender );
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if ( !IsFanned( defender ) && 0.05 > Utility.RandomDouble() )
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{
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/* Fanning Fire
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* Graphic: Type: "3" From: "0x57D4F5B" To: "0x0" ItemId: "0x3709" ItemIdName: "fire column" FromLocation: "(994 325, 16)" ToLocation: "(994 325, 16)" Speed: "10" Duration: "30" FixedDirection: "True" Explode: "False" Hue: "0x0" RenderMode: "0x0" Effect: "0x34" ExplodeEffect: "0x1" ExplodeSound: "0x0" Serial: "0x57D4F5B" Layer: "5" Unknown: "0x0"
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* Sound: 0x208
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* Start cliloc: 1070833
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* Effect: Fire res -10% for 10 seconds
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* Damage: 35-45, 100% fire
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* End cliloc: 1070834
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* Effect does not stack
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*/
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defender.SendLocalizedMessage( 1070833 ); // The creature fans you with fire, reducing your resistance to fire attacks.
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int effect = -(defender.FireResistance / 10);
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ResistanceMod mod = new ResistanceMod( ResistanceType.Fire, effect );
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defender.FixedParticles( 0x37B9, 10, 30, 0x34, EffectLayer.RightFoot );
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defender.PlaySound( 0x208 );
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// This should be done in place of the normal attack damage.
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//AOS.Damage( defender, this, Utility.RandomMinMax( 35, 45 ), 0, 100, 0, 0, 0 );
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defender.AddResistanceMod( mod );
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ExpireTimer timer = new ExpireTimer( defender, mod, TimeSpan.FromSeconds( 10.0 ) );
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timer.Start();
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m_Table[defender] = timer;
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}
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}
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private static Hashtable m_Table = new Hashtable();
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public bool IsFanned( Mobile m )
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{
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return m_Table.Contains( m );
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}
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private class ExpireTimer : Timer
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{
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private Mobile m_Mobile;
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private ResistanceMod m_Mod;
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public ExpireTimer( Mobile m, ResistanceMod mod, TimeSpan delay ) : base( delay )
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{
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m_Mobile = m;
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m_Mod = mod;
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Priority = TimerPriority.TwoFiftyMS;
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}
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protected override void OnTick()
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{
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m_Mobile.SendLocalizedMessage( 1070834 ); // Your resistance to fire attacks has returned.
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m_Mobile.RemoveResistanceMod( m_Mod );
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Stop();
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m_Table.Remove( m_Mobile );
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}
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}
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public FanDancer( 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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