120 lines
2.9 KiB
C#
120 lines
2.9 KiB
C#
using System;
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using System.Collections;
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using Server.Items;
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using Server.Targeting;
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namespace Server.Mobiles
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{
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[CorpseName( "a revenant lion corpse" )]
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public class RevenantLion : BaseCreature
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{
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public override WeaponAbility GetWeaponAbility()
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{
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return WeaponAbility.BleedAttack;
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}
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[Constructable]
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public RevenantLion() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a Revenant Lion";
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Body = 251;
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SetStr( 276, 325 );
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SetDex( 156, 175 );
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SetInt( 76, 105 );
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SetHits( 251, 280 );
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SetDamage( 18, 24 );
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SetDamageType( ResistanceType.Physical, 30 );
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SetDamageType( ResistanceType.Cold, 30 );
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SetDamageType( ResistanceType.Poison, 10 );
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SetDamageType( ResistanceType.Energy, 30 );
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SetResistance( ResistanceType.Physical, 40, 60 );
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SetResistance( ResistanceType.Fire, 20, 30 );
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SetResistance( ResistanceType.Cold, 50, 60 );
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SetResistance( ResistanceType.Poison, 55, 65 );
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SetResistance( ResistanceType.Energy, 40, 50 );
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SetSkill( SkillName.EvalInt, 80.1, 90.0 );
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SetSkill( SkillName.Magery, 80.1, 90.0 );
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SetSkill( SkillName.Poisoning, 120.1, 130.0 );
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SetSkill( SkillName.MagicResist, 70.1, 90.0 );
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SetSkill( SkillName.Tactics, 60.1, 80.0 );
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SetSkill( SkillName.Wrestling, 80.1, 88.0 );
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Fame = 4000;
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Karma = -4000;
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PackNecroReg( 6, 8 );
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switch ( Utility.Random( 10 ))
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{
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case 0: PackItem( new LeftArm() ); break;
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case 1: PackItem( new RightArm() ); break;
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case 2: PackItem( new Torso() ); break;
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case 3: PackItem( new Bone() ); break;
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case 4: PackItem( new RibCage() ); break;
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case 5: PackItem( new RibCage() ); break;
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case 6: PackItem( new BonePile() ); break;
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case 7: PackItem( new BonePile() ); break;
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case 8: PackItem( new BonePile() ); break;
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case 9: PackItem( new BonePile() ); break;
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}
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}
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public override int GetAngerSound()
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{
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return 0x518;
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}
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public override int GetIdleSound()
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{
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return 0x517;
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}
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public override int GetAttackSound()
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{
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return 0x516;
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}
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public override int GetHurtSound()
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{
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return 0x519;
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}
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public override int GetDeathSound()
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{
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return 0x515;
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Rich, 2 );
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AddLoot( LootPack.MedScrolls, 2 );
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// TODO: Bone Pile
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}
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public override bool BleedImmune{ get{ return true; } }
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public override Poison PoisonImmune{ get{ return Poison.Greater; } }
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public override Poison HitPoison{ get{ return Poison.Greater; } }
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public RevenantLion( 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 );
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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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