using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a Miasma corpse" )] public class Miasma : Scorpion { [Constructable] public Miasma() { IsParagon = true; Name = "Miasma"; Hue = 0x8FD; SetStr( 255, 847 ); SetDex( 145, 428 ); SetInt( 26, 380 ); SetHits( 750, 2000 ); SetMana( 5, 60 ); SetDamage( 20, 30 ); SetDamageType( ResistanceType.Physical, 60 ); SetDamageType( ResistanceType.Poison, 40 ); SetResistance( ResistanceType.Physical, 50, 54 ); SetResistance( ResistanceType.Fire, 40, 45 ); SetResistance( ResistanceType.Cold, 50, 55 ); SetResistance( ResistanceType.Poison, 70, 80 ); SetResistance( ResistanceType.Energy, 40, 45 ); SetSkill( SkillName.Wrestling, 84.9, 103.3 ); SetSkill( SkillName.Tactics, 98.4, 110.6 ); SetSkill( SkillName.Anatomy, 0 ); SetSkill( SkillName.MagicResist, 74.4, 77.7 ); SetSkill( SkillName.Poisoning, 128.5, 143.6 ); Fame = 21000; Karma = -21000; } /* yes, this is OSI style */ public override double WeaponAbilityChance { get { return 0.75; } } public override double HitPoisonChance { get { return 0.35; } } public override Poison HitPoison { get { return ( Poison.Lethal ); } } public override bool HasManaOveride { get { return true; } } public override bool GivesMLMinorArtifact { get { return true; } } public override int TreasureMapLevel { get { return 5; } } public override void GenerateLoot() { AddLoot( LootPack.UltraRich, 4 ); } public override WeaponAbility GetWeaponAbility() { return WeaponAbility.MortalStrike; } /* // TODO: uncomment once added public override void OnDeath( Container c ) { base.OnDeath( c ); if ( Utility.RandomDouble() < 0.025 ) { switch ( Utility.Random( 16 ) ) { case 0: c.DropItem( new MyrmidonGloves() ); break; case 1: c.DropItem( new MyrmidonGorget() ); break; case 2: c.DropItem( new MyrmidonLegs() ); break; case 3: c.DropItem( new MyrmidonArms() ); break; case 4: c.DropItem( new PaladinArms() ); break; case 5: c.DropItem( new PaladinGorget() ); break; case 6: c.DropItem( new LeafweaveLegs() ); break; case 7: c.DropItem( new DeathChest() ); break; case 8: c.DropItem( new DeathGloves() ); break; case 9: c.DropItem( new DeathLegs() ); break; case 10: c.DropItem( new GreymistGloves() ); break; case 11: c.DropItem( new GreymistArms() ); break; case 12: c.DropItem( new AssassinChest() ); break; case 13: c.DropItem( new AssassinArms() ); break; case 14: c.DropItem( new HunterGloves() ); break; case 15: c.DropItem( new HunterLegs() ); break; } } } */ public Miasma( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }