259 lines
6.3 KiB
C#
259 lines
6.3 KiB
C#
using System;
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using System.Collections;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a hiryu corpse" )]
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public class Hiryu : BaseMount
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{
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public override double WeaponAbilityChance { get { return 0.07; } } /* 1 in 15 chance of using per landed hit */
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public override WeaponAbility GetWeaponAbility()
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{
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return WeaponAbility.Dismount;
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}
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public override bool StatLossAfterTame { get { return true; } }
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private static int GetHue()
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{
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int rand = Utility.Random( 1075 );
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/*
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1000 1075 No Hue Color 93.02% 0x0
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*
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10 1075 Ice Green 0.93% 0x847F
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10 1075 Light Blue 0.93% 0x848D
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10 1075 Strong Cyan 0.93% 0x8495
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10 1075 Agapite 0.93% 0x8899
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10 1075 Gold 0.93% 0x8032
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*
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8 1075 Blue and Yellow 0.74% 0x8487
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*
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5 1075 Ice Blue 0.47% 0x8482
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*
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3 1075 Cyan 0.28% 0x8123
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3 1075 Light Green 0.28% 0x8295
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*
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2 1075 Strong Yellow 0.19% 0x8037
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2 1075 Green 0.19% 0x8030 //this one is an approximation
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*
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1 1075 Strong Purple 0.09% 0x8490
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1 1075 Strong Green 0.09% 0x855C
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* */
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if( rand <= 0 )
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return 0x855C;
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else if( rand <= 1 )
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return 0x8490;
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else if( rand <= 3 )
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return 0x8030;
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else if( rand <= 5 )
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return 0x8037;
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else if( rand <= 8 )
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return 0x8295;
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else if( rand <= 11 )
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return 0x8123;
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else if( rand <= 16 )
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return 0x8482;
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else if( rand <= 24 )
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return 0x8487;
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else if( rand <= 34 )
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return 0x8032;
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else if( rand <= 44 )
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return 0x8899;
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else if( rand <= 54 )
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return 0x8495;
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else if( rand <= 64 )
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return 0x848D;
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else if( rand <= 74 )
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return 0x847F;
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return 0;
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}
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[Constructable]
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public Hiryu()
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: base( "a hiryu", 243, 0x3E94, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Hue = GetHue();
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SetStr( 1201, 1410 );
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SetDex( 171, 270 );
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SetInt( 301, 325 );
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SetHits( 901, 1100 );
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SetMana( 60 );
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SetDamage( 20, 30 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance( ResistanceType.Physical, 55, 70 );
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SetResistance( ResistanceType.Fire, 70, 90 );
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SetResistance( ResistanceType.Cold, 15, 25 );
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SetResistance( ResistanceType.Poison, 40, 50 );
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SetResistance( ResistanceType.Energy, 40, 50 );
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SetSkill( SkillName.Anatomy, 75.1, 80.0 );
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SetSkill( SkillName.MagicResist, 85.1, 100.0 );
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SetSkill( SkillName.Tactics, 100.1, 110.0 );
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SetSkill( SkillName.Wrestling, 100.1, 120.0 );
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Fame = 18000;
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Karma = -18000;
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Tamable = true;
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ControlSlots = 4;
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MinTameSkill = 98.7;
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if( Utility.RandomDouble() < .33 )
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PackItem( Engines.Plants.Seed.RandomBonsaiSeed() );
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if ( Core.ML && Utility.RandomDouble() < .33 )
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PackItem( Engines.Plants.Seed.RandomPeculiarSeed(3) );
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}
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public override int GetAngerSound()
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{
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return 0x4FE;
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}
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public override int GetIdleSound()
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{
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return 0x4FD;
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}
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public override int GetAttackSound()
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{
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return 0x4FC;
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}
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public override int GetHurtSound()
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{
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return 0x4FF;
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}
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public override int GetDeathSound()
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{
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return 0x4FB;
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.FilthyRich, 3 );
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AddLoot( LootPack.Gems, 4 );
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}
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public override int TreasureMapLevel { get { return 5; } }
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public override int Meat { get { return 16; } }
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public override int Hides { get { return 60; } }
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public override FoodType FavoriteFood { get { return FoodType.Meat; } }
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public override bool CanAngerOnTame { get { return true; } }
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public override void OnGaveMeleeAttack( Mobile defender )
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{
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base.OnGaveMeleeAttack( defender );
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if( 0.1 > Utility.RandomDouble() )
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{
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/* Grasping Claw
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* Start cliloc: 1070836
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* Effect: Physical resistance -15% for 5 seconds
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* End cliloc: 1070838
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* Effect: Type: "3" - From: "0x57D4F5B" (player) - To: "0x0" - ItemId: "0x37B9" - ItemIdName: "glow" - FromLocation: "(1149 808, 32)" - ToLocation: "(1149 808, 32)" - Speed: "10" - Duration: "5" - FixedDirection: "True" - Explode: "False"
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*/
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ExpireTimer timer = (ExpireTimer)m_Table[defender];
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if( timer != null )
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{
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timer.DoExpire();
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defender.SendLocalizedMessage( 1070837 ); // The creature lands another blow in your weakened state.
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}
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else
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defender.SendLocalizedMessage( 1070836 ); // The blow from the creature's claws has made you more susceptible to physical attacks.
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int effect = -(defender.PhysicalResistance * 15 / 100);
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ResistanceMod mod = new ResistanceMod( ResistanceType.Physical, effect );
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defender.FixedEffect( 0x37B9, 10, 5 );
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defender.AddResistanceMod( mod );
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timer = new ExpireTimer( defender, mod, TimeSpan.FromSeconds( 5.0 ) );
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timer.Start();
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m_Table[defender] = timer;
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}
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}
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private static Hashtable m_Table = new Hashtable();
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private class ExpireTimer : Timer
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{
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private Mobile m_Mobile;
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private ResistanceMod m_Mod;
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public ExpireTimer( Mobile m, ResistanceMod mod, TimeSpan delay )
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: base( delay )
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{
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m_Mobile = m;
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m_Mod = mod;
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Priority = TimerPriority.TwoFiftyMS;
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}
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public void DoExpire()
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{
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m_Mobile.RemoveResistanceMod( m_Mod );
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Stop();
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m_Table.Remove( m_Mobile );
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}
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protected override void OnTick()
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{
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m_Mobile.SendLocalizedMessage( 1070838 ); // Your resistance to physical attacks has returned.
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DoExpire();
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}
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}
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public Hiryu( Serial serial )
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: 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)2 );
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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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if( version == 0 )
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Timer.DelayCall( TimeSpan.Zero, delegate { Hue = GetHue(); } );
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if( version <= 1 )
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Timer.DelayCall( TimeSpan.Zero, delegate { if( InternalItem != null ) { InternalItem.Hue = this.Hue; } } );
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if( version < 2 )
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{
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for ( int i = 0; i < Skills.Length; ++i )
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{
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Skills[i].Cap = Math.Max( 100.0, Skills[i].Cap * 0.9 );
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if ( Skills[i].Base > Skills[i].Cap )
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{
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Skills[i].Base = Skills[i].Cap;
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}
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}
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}
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}
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}
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}
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