#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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87
Scripts/Spells/Spellweaving/Mobiles/NatureFury.cs
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87
Scripts/Spells/Spellweaving/Mobiles/NatureFury.cs
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using System;
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using Server;
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using Server.Misc;
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namespace Server.Mobiles
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{
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public class NatureFury : BaseCreature
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{
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public override bool DeleteCorpseOnDeath { get { return Core.AOS; } }
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public override bool IsHouseSummonable { get { return true; } }
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public override double DispelDifficulty { get { return 125.0; } }
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public override double DispelFocus { get { return 90.0; } }
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public override bool BleedImmune { get { return true; } }
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public override Poison PoisonImmune { get { return Poison.Lethal; } }
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public override bool AlwaysMurderer { get { return true; } }
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[Constructable]
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public NatureFury()
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: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a nature's fury";
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Body = 0x33;
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Hue = 0x4001;
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SetStr( 150 );
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SetDex( 150 );
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SetInt( 100 );
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SetHits( 80 );
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SetStam( 250 );
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SetMana( 0 );
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SetDamage( 6, 8 );
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SetDamageType( ResistanceType.Poison, 100 );
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SetDamageType( ResistanceType.Physical, 0 );
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SetResistance( ResistanceType.Physical, 90 );
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SetSkill( SkillName.Wrestling, 90.0 );
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SetSkill( SkillName.MagicResist, 70.0 );
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SetSkill( SkillName.Tactics, 100.0 );
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Fame = 0;
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Karma = 0;
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ControlSlots = 1;
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}
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public override void MoveToWorld( Point3D loc, Map map )
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{
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base.MoveToWorld( loc, map );
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Timer.DelayCall( TimeSpan.Zero, DoEffects );
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}
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public void DoEffects()
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{
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FixedParticles( 0x91C, 10, 180, 0x2543, 0, 0, EffectLayer.Waist );
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PlaySound( 0xE );
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PlaySound( 0x1BC );
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if( Alive && !Deleted )
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Timer.DelayCall( TimeSpan.FromSeconds( 7.0 ), DoEffects );
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}
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public NatureFury( 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 );
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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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Delete();
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}
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}
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}
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