RunUO/Scripts/Mobiles/Monsters/SE/FanDancer.cs

183 lines
No EOL
5.7 KiB
C#

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