Files
abysmal-isle/Scripts/Services/Revamped Dungeons/BlackthornDungeon/InvasionSpawner/Creatures.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

616 lines
21 KiB
C#

using System;
using Server;
using System.Collections.Generic;
using System.Linq;
using Server.Mobiles;
using Server.Items;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Engines.CityLoyalty;
namespace Server.Engines.Blackthorn
{
public class Invader : BaseCreature
{
public static SkillName RandomSpecialty()
{
return _Specialties[Utility.Random(_Specialties.Length)];
}
private static SkillName[] _Specialties =
{
SkillName.Swords,
SkillName.Fencing,
SkillName.Macing,
SkillName.Archery,
SkillName.Magery,
SkillName.Mysticism,
SkillName.Spellweaving,
SkillName.Bushido,
SkillName.Bushido,
SkillName.Ninjitsu,
SkillName.Chivalry,
SkillName.Necromancy,
SkillName.Poisoning
};
private InvasionType _InvasionType;
private SkillName _Specialty;
private bool _Sampire;
private DateTime _NextSpecial;
public override bool AlwaysMurderer { get { return true; } }
public override double HealChance { get { return AI == AIType.AI_Melee || AI == AIType.AI_Paladin ? 1.0 : 0.0; } }
public override double WeaponAbilityChance { get { return AI == AIType.AI_Melee || AI == AIType.AI_Paladin ? 0.4 : 0.1; } }
public override bool CanStealth { get { return _Specialty == SkillName.Ninjitsu; } }
public override WeaponAbility GetWeaponAbility()
{
BaseWeapon wep = Weapon as BaseWeapon;
if (wep != null)
{
return 0.6 > Utility.RandomDouble() ? wep.PrimaryAbility : wep.SecondaryAbility;
}
return null;
}
public override bool UseSmartAI { get { return true; } }
public virtual bool CanDoSpecial { get { return SpellCaster; } }
public virtual double MinSkill { get { return 100.0; } }
public virtual double MaxSkill { get { return 120.0; } }
public virtual int MinResist { get { return 10; } }
public virtual int MaxResist { get { return 20; } }
public bool SpellCaster { get { return AI != AIType.AI_Melee && AI != AIType.AI_Ninja && AI != AIType.AI_Samurai && AI != AIType.AI_Paladin; } }
[Constructable]
public Invader(InvasionType type)
: this(RandomSpecialty(), type)
{
}
[Constructable]
public Invader(SkillName specialty, InvasionType type)
: base(GetAI(specialty), FightMode.Closest, 10, 1, .2, .1)
{
_Specialty = specialty;
_InvasionType = type;
if (_Specialty == SkillName.Bushido && Utility.RandomBool())
_Sampire = true;
if (Female = Utility.RandomBool())
{
//Body = 0x191;
Name = NameList.RandomName("female");
}
else
{
//Body = 0x190;
Name = NameList.RandomName("male");
}
SetBody();
string title;
if (_Sampire)
{
title = "the sampire";
}
else if (specialty == SkillName.Magery)
{
title = "the wizard";
}
else
{
title = String.Format("the {0}", Skills[specialty].Info.Title);
if (Female && title.EndsWith("man"))
title = title.Substring(0, title.Length - 3) + "woman";
}
Title = title;
SetStr(120, 170);
SetDex(SpellCaster ? 75 : 150);
SetInt(SpellCaster ? 1800 : 500);
SetHits(800, 1250);
if (AI == AIType.AI_Melee)
SetDamage(15, 28);
else if (!SpellCaster)
SetDamage(12, 22);
else
SetDamage(8, 18);
Fame = 8000;
Karma = -8000;
SetResists();
SetSkills();
EquipSpecialty();
_NextSpecial = DateTime.UtcNow;
if (_Sampire)
{
Timer.DelayCall(TimeSpan.FromSeconds(1), () =>
{
VampiricEmbraceSpell spell = new VampiricEmbraceSpell(this, null);
spell.Cast();
});
}
SetAreaEffect(AreaEffect.AuraOfEnergy);
}
public virtual void SetBody()
{
switch (_Specialty)
{
default:
if (0.75 > Utility.RandomDouble())
Race = Race.Human;
else
Race = Race.Elf; break;
case SkillName.Archery:
case SkillName.Spellweaving: Race = Race.Elf; break;
}
HairItemID = Race.RandomHair(Female);
HairHue = Race.RandomHairHue();
FacialHairItemID = Race.RandomFacialHair(Female);
FacialHairHue = Race.RandomHairHue();
Hue = Race.RandomSkinHue();
}
public virtual void SetResists()
{
SetResistance(ResistanceType.Physical, MinResist, MaxResist);
SetResistance(ResistanceType.Fire, MinResist, MaxResist);
SetResistance(ResistanceType.Cold, MinResist, MaxResist);
SetResistance(ResistanceType.Poison, MinResist, MaxResist);
SetResistance(ResistanceType.Energy, MinResist, MaxResist);
}
public virtual void SetSkills()
{
SetSkill(SkillName.Fencing, MinSkill, MaxSkill);
SetSkill(SkillName.Macing, MinSkill, MaxSkill);
SetSkill(SkillName.MagicResist, MinSkill, MaxSkill);
SetSkill(SkillName.Swords, MinSkill, MaxSkill);
SetSkill(SkillName.Tactics, MinSkill, MaxSkill);
SetSkill(SkillName.Wrestling, MinSkill, MaxSkill);
SetSkill(SkillName.Archery, MinSkill, MaxSkill);
SetSkill(SkillName.Parry, MinSkill, MaxSkill);
if (SpellCaster)
{
SetSkill(SkillName.Magery, MinSkill, MaxSkill);
SetSkill(SkillName.EvalInt, MinSkill, MaxSkill);
}
if (Skills[_Specialty].Base < MinSkill)
SetSkill(_Specialty, MinSkill, MaxSkill);
if (_Sampire)
{
SetSkill(SkillName.Necromancy, MinSkill, MaxSkill);
}
if (_Sampire || _Specialty == SkillName.Necromancy)
{
SetSkill(SkillName.SpiritSpeak, MinSkill, MaxSkill);
}
if (_Specialty == SkillName.Ninjitsu)
{
SetSkill(SkillName.Hiding, 100);
SetSkill(SkillName.Stealth, 100);
}
}
public virtual void EquipSpecialty()
{
if (AbilityProfile != null && AbilityProfile.HasAbility(SpecialAbility.Heal))
PackItem(new Bandage(Utility.RandomMinMax(10, 25)));
SetWearable(new ThighBoots());
SetWearable(new BodySash(), Utility.RandomSlimeHue());
switch (_Specialty)
{
case SkillName.Chivalry:
SetWearable(RandomSwordWeapon());
PaladinEquip();
break;
case SkillName.Swords:
SetWearable(RandomSwordWeapon());
StandardMeleeEquip();
break;
case SkillName.Fencing:
SetWearable(RandomFencingWeapon());
StandardMeleeEquip();
break;
case SkillName.Macing:
SetWearable(RandomMaceWeapon());
StandardMeleeEquip();
break;
case SkillName.Archery:
SetWearable(RandomArhceryWeapon());
StandardMeleeEquip();
break;
case SkillName.Magery:
SetWearable(RandomMageWeapon());
StandardMageEquip();
break;
case SkillName.Mysticism:
SetWearable(RandomMageWeapon());
StandardMageEquip();
break;
case SkillName.Spellweaving:
SetWearable(RandomMageWeapon());
StandardMageEquip();
break;
case SkillName.Necromancy:
SetWearable(RandomMageWeapon());
StandardMageEquip();
break;
case SkillName.Bushido:
BaseWeapon w = RandomSamuraiWeapon() as BaseWeapon;
SetWearable(w);
SetWearable(new LeatherSuneate());
SetWearable(new LeatherJingasa());
SetWearable(new LeatherDo());
SetWearable(new LeatherHiroSode());
SetWearable(new SamuraiTabi(Utility.RandomNondyedHue()));
if (_Sampire)
w.WeaponAttributes.HitLeechHits = 100;
SetSkill(SkillName.Parry, 120);
break;
case SkillName.Ninjitsu:
SetWearable(RandomNinjaWeapon());
LeatherNinjaBelt belt = new LeatherNinjaBelt();
belt.UsesRemaining = 20;
belt.Poison = Poison.Greater;
belt.PoisonCharges = 20;
SetWearable(belt);
for (int i = 0; i < 2; i++)
{
Fukiya f = new Fukiya();
f.UsesRemaining = 10;
f.Poison = Poison.Greater;
f.PoisonCharges = 10;
f.Movable = false;
PackItem(f);
}
SetWearable(new NinjaTabi());
SetWearable(new LeatherNinjaJacket());
SetWearable(new LeatherNinjaHood());
SetWearable(new LeatherNinjaPants());
SetWearable(new LeatherNinjaMitts());
break;
case SkillName.Poisoning:
BaseWeapon wep = RandomAssassinWeapon() as BaseWeapon;
wep.Poison = Poison.Lethal;
wep.PoisonCharges = 100;
SetWearable(wep);
SetWearable(new LeatherChest());
SetWearable(new LeatherLegs());
SetWearable(new LeatherGloves());
SetWearable(new LeatherGorget());
break;
}
}
private void PaladinEquip()
{
SetWearable(Loot.Construct(new Type[] { typeof(Bascinet), typeof(Helmet), typeof(PlateHelm) }), 1153);
SetWearable(new PlateChest());
SetWearable(new PlateLegs());
SetWearable(new PlateGloves());
SetWearable(new PlateGorget());
SetWearable(new PlateArms());
SetWearable(new MetalKiteShield());
SetSkill(SkillName.Parry, 120);
}
private void StandardMeleeEquip()
{
SetWearable(Loot.Construct(new Type[] { typeof(Bascinet), typeof(Helmet), typeof(LeatherCap), typeof(RoyalCirclet) }));
SetWearable(new ChainChest());
SetWearable(new ChainLegs());
SetWearable(new RingmailGloves());
SetWearable(new LeatherGorget());
}
private void StandardMageEquip()
{
bool mage = AI == AIType.AI_Mage;
SetWearable(new WizardsHat(), mage ? Utility.RandomBlueHue() : Utility.RandomRedHue());
SetWearable(new Robe(), mage ? Utility.RandomBlueHue() : Utility.RandomRedHue());
SetWearable(new LeatherGloves());
}
public static AIType GetAI(SkillName skill)
{
switch (skill)
{
default: return AIType.AI_Melee;
case SkillName.Ninjitsu: return AIType.AI_Ninja;
case SkillName.Bushido: return AIType.AI_Samurai;
case SkillName.Chivalry: return AIType.AI_Paladin;
case SkillName.Magery: return AIType.AI_Mage;
case SkillName.Necromancy: return AIType.AI_NecroMage;
case SkillName.Spellweaving: return AIType.AI_Spellweaving;
case SkillName.Mysticism: return AIType.AI_Mystic;
}
}
public Item RandomSwordWeapon()
{
if (Race == Race.Elf)
return Loot.Construct(new Type[] { typeof(ElvenMachete), typeof(RadiantScimitar) });
return Loot.Construct(new Type[] { typeof(Broadsword), typeof(Longsword), typeof(Katana), typeof(Halberd), typeof(Bardiche), typeof(VikingSword) });
}
public Item RandomFencingWeapon()
{
if(Race == Race.Elf)
return Loot.Construct(new Type[] { typeof(Leafblade), typeof(WarCleaver), typeof(AssassinSpike) });
return Loot.Construct(new Type[] { typeof(Kryss), typeof(Spear), typeof(ShortSpear), typeof(Lance), typeof(Pike) });
}
public Item RandomMaceWeapon()
{
return Loot.Construct(new Type[] { typeof(Mace), typeof(WarHammer), typeof(WarAxe), typeof(BlackStaff), typeof(QuarterStaff), typeof(WarMace), typeof(DiamondMace), typeof(Scepter) });
}
public Item RandomArhceryWeapon()
{
if (Race == Race.Elf)
return Loot.Construct(new Type[] { typeof(MagicalShortbow), typeof(ElvenCompositeLongbow) });
return Loot.Construct(new Type[] { typeof(Bow), typeof(Crossbow), typeof(HeavyCrossbow), typeof(CompositeBow), typeof(RepeatingCrossbow) });
}
public Item RandomMageWeapon()
{
return Loot.Construct(new Type[] { typeof(Spellbook), typeof(GnarledStaff), typeof(BlackStaff), typeof(QuarterStaff), typeof(WildStaff) });
}
public Item RandomSamuraiWeapon()
{
return Loot.Construct(new Type[] { typeof(Lajatang), typeof(Wakizashi), typeof(NoDachi) });
}
public Item RandomNinjaWeapon()
{
return Loot.Construct(new Type[] { typeof(Wakizashi), typeof(Tessen), typeof(Nunchaku), typeof(Daisho), typeof(Sai), typeof(Tekagi), typeof(Kama), typeof(Katana) });
}
public Item RandomAssassinWeapon()
{
return Loot.Construct(new Type[] { typeof(Cleaver), typeof(ButcherKnife), typeof(Kryss), typeof(Dagger) });
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1154196 + (int)_InvasionType);
}
public override void OnThink()
{
base.OnThink();
if (Combatant == null)
return;
if (CanDoSpecial && InRange(Combatant, 4) && 0.1 > Utility.RandomDouble() && _NextSpecial < DateTime.UtcNow)
{
DoSpecial();
_NextSpecial = DateTime.UtcNow + TimeSpan.FromSeconds(Utility.RandomMinMax(30, 60));
}
else if (_Sampire)
{
if (0.1 > Utility.RandomDouble() && Weapon is BaseWeapon && !CurseWeaponSpell.IsCursed(this, (BaseWeapon)Weapon))
{
CurseWeaponSpell spell = new CurseWeaponSpell(this, null);
spell.Cast();
}
else if (!TransformationSpellHelper.UnderTransformation(this, typeof(VampiricEmbraceSpell)))
{
VampiricEmbraceSpell spell = new VampiricEmbraceSpell(this, null);
spell.Cast();
}
}
}
private void DoSpecial()
{
if (this.Map == null || this.Map == Map.Internal)
return;
Map m = this.Map;
for (int i = 0; i < 4; i++)
{
Timer.DelayCall(TimeSpan.FromMilliseconds(i * 50), o =>
{
Server.Misc.Geometry.Circle2D(this.Location, m, (int)o, (pnt, map) =>
{
Effects.SendLocationEffect(pnt, map, Utility.RandomBool() ? 14000 : 14013, 14, 20, 2018, 0);
});
}, i);
}
Timer.DelayCall(TimeSpan.FromMilliseconds(200), () =>
{
if (m != null)
{
List<Mobile> list = new List<Mobile>();
IPooledEnumerable eable = m.GetMobilesInRange(this.Location, 4);
foreach (Mobile mob in eable)
{
if (mob.AccessLevel > AccessLevel.Player)
continue;
if (mob is PlayerMobile || (mob is BaseCreature && ((BaseCreature)mob).GetMaster() is PlayerMobile) && CanBeHarmful(mob))
list.Add(mob);
}
list.ForEach(mob =>
{
AOS.Damage(mob, this, Utility.RandomMinMax(80, 90), 0, 0, 0, 0, 0, 100, 0);
});
list.Clear();
list.TrimExcess();
}
});
}
public override void GenerateLoot()
{
this.AddLoot(LootPack.UltraRich, 2);
}
public Invader(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
writer.Write((int)_Specialty);
writer.Write((int)_InvasionType);
writer.Write(_Sampire);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
_Specialty = (SkillName)reader.ReadInt();
_InvasionType = (InvasionType)reader.ReadInt();
_Sampire = reader.ReadBool();
_NextSpecial = DateTime.UtcNow;
}
}
public class InvaderCaptain : Invader
{
public override double MinSkill { get { return 105.0; } }
public override double MaxSkill { get { return 130.0; } }
public override int MinResist { get { return 20; } }
public override int MaxResist { get { return 30; } }
[Constructable]
public InvaderCaptain(InvasionType type) : base(type)
{
SetStr(250);
SetDex(SpellCaster ? 150 : 200);
SetInt(SpellCaster ? 1000 : 5000);
SetHits(8000, 12000);
if (AI == AIType.AI_Melee)
SetDamage(22, 30);
else if (!SpellCaster)
SetDamage(20, 28);
else
SetDamage(10, 20);
Fame = 48000;
Karma = -48000;
}
public override void OnDeath(Container c)
{
base.OnDeath(c);
var rights = GetLootingRights();
rights.Sort();
List<Mobile> list = rights.Select(x => x.m_Mobile).Where(m => m.InRange(c.Location, 20)).ToList();
if(list.Count > 0)
{
for (int i = 0; i < 2; i++)
{
Mobile drop;
Item item = InvasionController.CreateItem(list[0]);
if (list.Count == 1 || i >= list.Count)
drop = list[0];
else
drop = list[i];
drop.SendLocalizedMessage(1154530); // You notice the crest of Minax on your fallen foe's equipment and decide it may be of some value...
if (drop.Backpack == null || !drop.Backpack.TryDropItem(drop, item, false))
{
drop.BankBox.DropItem(item);
drop.SendLocalizedMessage(1079730); // // The item has been placed into your bank box.
}
}
}
ColUtility.Free(list);
}
public override void GenerateLoot()
{
this.AddLoot(LootPack.UltraRich, 2);
this.AddLoot(LootPack.SuperBoss, 1);
}
public InvaderCaptain(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}