RunUO/Scripts/Mobiles/Monsters/AOS/Revenant.cs

183 lines
No EOL
4.5 KiB
C#

using System;
using Server;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
public class Revenant : BaseCreature
{
private Mobile m_Target;
private DateTime m_ExpireTime;
public override void DisplayPaperdollTo( Mobile to )
{
// Do nothing
}
public override Mobile ConstantFocus{ get{ return m_Target; } }
public override bool NoHouseRestrictions{ get{ return true; } }
public override double DispelDifficulty{ get{ return 80.0; } }
public override double DispelFocus{ get{ return 20.0; } }
public Revenant( Mobile caster, Mobile target, TimeSpan duration ) : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.18, 0.36 )
{
Name = "a revenant";
Body = 400;
Hue = 1;
// TODO: Sound values?
double scalar = caster.Skills[SkillName.SpiritSpeak].Value * 0.01;
m_Target = target;
m_ExpireTime = DateTime.UtcNow + duration;
SetStr( 200 );
SetDex( 150 );
SetInt( 150 );
SetDamage( 16, 17 );
// Bestiary says 50 phys 50 cold, animal lore says differently
SetDamageType( ResistanceType.Physical, 100 );
SetSkill( SkillName.MagicResist, 100.0 * scalar ); // magic resist is absolute value of spiritspeak
SetSkill( SkillName.Tactics, 100.0 ); // always 100
SetSkill( SkillName.Swords, 100.0 * scalar ); // not displayed in animal lore but tests clearly show this is influenced
SetSkill( SkillName.DetectHidden, 75.0 * scalar );
scalar /= 1.2;
SetResistance( ResistanceType.Physical, 40 + (int)(20 * scalar), 50 + (int)(20 * scalar) );
SetResistance( ResistanceType.Cold, 40 + (int)(20 * scalar), 50 + (int)(20 * scalar) );
SetResistance( ResistanceType.Fire, (int)(20 * scalar) );
SetResistance( ResistanceType.Poison, 100 );
SetResistance( ResistanceType.Energy, 40 + (int)(20 * scalar), 50 + (int)(20 * scalar) );
Fame = 0;
Karma = 0;
ControlSlots = 3;
VirtualArmor = 32;
Item shroud = new DeathShroud();
shroud.Hue = 0x455;
shroud.Movable = false;
AddItem( shroud );
Halberd weapon = new Halberd();
weapon.Hue = 1;
weapon.Movable = false;
AddItem( weapon );
}
public override bool AlwaysMurderer{ get{ return true; } }
public override bool BleedImmune{ get{ return true; } }
public override bool BardImmune{ get{ return true; } }
public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
public override void OnThink()
{
if ( !m_Target.Alive || DateTime.UtcNow > m_ExpireTime )
{
Kill();
return;
}
else if ( Map != m_Target.Map || !InRange( m_Target, 15 ) )
{
Map fromMap = Map;
Point3D from = Location;
Map toMap = m_Target.Map;
Point3D to = m_Target.Location;
if ( toMap != null )
{
for ( int i = 0; i < 5; ++i )
{
Point3D loc = new Point3D( to.X - 4 + Utility.Random( 9 ), to.Y - 4 + Utility.Random( 9 ), to.Z );
if ( toMap.CanSpawnMobile( loc ) )
{
to = loc;
break;
}
else
{
loc.Z = toMap.GetAverageZ( loc.X, loc.Y );
if ( toMap.CanSpawnMobile( loc ) )
{
to = loc;
break;
}
}
}
}
Map = toMap;
Location = to;
ProcessDelta();
Effects.SendLocationParticles( EffectItem.Create( from, fromMap, EffectItem.DefaultDuration ), 0x3728, 1, 13, 37, 7, 5023, 0 );
FixedParticles( 0x3728, 1, 13, 5023, 37, 7, EffectLayer.Waist );
PlaySound( 0x37D );
}
if (m_Target.Hidden && InRange(m_Target, 3) && Core.TickCount - this.NextSkillTime >= 0 && UseSkill(SkillName.DetectHidden))
{
Target targ = this.Target;
if ( targ != null )
targ.Invoke( this, this );
}
Combatant = m_Target;
FocusMob = m_Target;
if ( AIObject != null )
AIObject.Action = ActionType.Combat;
base.OnThink();
}
public override bool OnBeforeDeath()
{
Effects.PlaySound( Location, Map, 0x10B );
Effects.SendLocationParticles( EffectItem.Create( Location, Map, TimeSpan.FromSeconds( 10.0 ) ), 0x37CC, 1, 50, 2101, 7, 9909, 0 );
Delete();
return false;
}
public Revenant( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
Delete();
}
}
}