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

120 lines
2.9 KiB
C#

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