174 lines
4.4 KiB
C#
174 lines
4.4 KiB
C#
using System;
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using System.Collections;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a ronin corpse" )]
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public class Ronin : BaseCreature
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{
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public override bool ClickTitle{ get{ return false; } }
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private DateTime m_NextWeaponChange;
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[Constructable]
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public Ronin() : base( AIType.AI_Samurai, FightMode.Closest, 10, 1, 0.3, 0.6 )
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{
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SpeechHue = Utility.RandomDyedHue();
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Hue = Utility.RandomSkinHue();
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Name = "a ronin";
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Body = (( this.Female = Utility.RandomBool() ) ? Body = 0x191 : Body = 0x190);
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Hue = Utility.RandomSkinHue();
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SetStr( 326, 375 );
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SetDex( 31, 45 );
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SetInt( 101, 110 );
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SetHits( 301, 400 );
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SetMana( 101, 110 );
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SetDamage( 17, 25 );
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SetDamageType( ResistanceType.Physical, 90 );
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SetDamageType( ResistanceType.Poison, 10 );
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SetResistance( ResistanceType.Physical, 55, 75 );
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SetResistance( ResistanceType.Fire, 40, 60 );
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SetResistance( ResistanceType.Cold, 35, 55 );
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SetResistance( ResistanceType.Poison, 50, 70 );
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SetResistance( ResistanceType.Energy, 55, 75 );
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SetSkill( SkillName.MagicResist, 42.6, 57.5 );
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SetSkill( SkillName.Tactics, 115.1, 130.0 );
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SetSkill( SkillName.Wrestling, 92.6, 107.5 );
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SetSkill( SkillName.Anatomy, 110.1, 125.0 );
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SetSkill( SkillName.Fencing, 92.6, 107.5 );
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SetSkill( SkillName.Macing, 92.6, 107.5 );
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SetSkill( SkillName.Swords, 92.6, 107.5 );
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SetSkill(SkillName.Bushido, 95.0, 120.0);
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Fame = 8500;
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Karma = -8500;
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AddItem( new SamuraiTabi() );
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AddItem( new LeatherHiroSode());
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AddItem( new LeatherDo());
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switch ( Utility.Random( 4 ))
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{
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case 0: AddItem( new LightPlateJingasa()); break;
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case 1: AddItem( new ChainHatsuburi() ); break;
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case 2: AddItem( new DecorativePlateKabuto() ); break;
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case 3: AddItem( new LeatherJingasa()); break;
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}
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switch ( Utility.Random( 3 ))
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{
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case 0: AddItem( new StuddedHaidate()); break;
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case 1: AddItem( new LeatherSuneate() ); break;
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case 2: AddItem( new PlateSuneate() ); break;
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}
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if( Utility.RandomDouble() > .2 )
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AddItem( new NoDachi() );
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else
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AddItem( new Halberd() );
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PackItem( new Wakizashi() );
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PackItem( new Longsword() );
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Utility.AssignRandomHair( this );
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SetWeaponAbility(WeaponAbility.RidingSwipe);
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}
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public override void OnDeath( Container c )
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{
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base.OnDeath( c );
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c.DropItem( new BookOfBushido() );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.FilthyRich );
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AddLoot( LootPack.Rich );
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AddLoot( LootPack.Gems, 2 );
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}
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public override bool AlwaysMurderer{ get{ return true; } }
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public override bool BardImmune{ get{ return true; } }
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public override bool CanRummageCorpses{ get{ return true; } }
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public override double WeaponAbilityChance
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{
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get
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{
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if(Combatant is Mobile && ((Mobile)Combatant).Mounted)
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return 0.8;
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return base.WeaponAbilityChance;
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}
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}
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private void ChangeWeapon()
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{
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if (Backpack == null)
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return;
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Item item = FindItemOnLayer(Layer.OneHanded);
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if (item == null)
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item = FindItemOnLayer(Layer.TwoHanded);
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System.Collections.Generic.List<BaseWeapon> weapons = new System.Collections.Generic.List<BaseWeapon>();
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foreach (Item i in Backpack.Items)
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{
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if (i is BaseWeapon && i != item)
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weapons.Add((BaseWeapon)i);
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}
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if (weapons.Count > 0)
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{
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if (item != null)
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Backpack.DropItem(item);
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AddItem(weapons[Utility.Random(weapons.Count)]);
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m_NextWeaponChange = DateTime.UtcNow + TimeSpan.FromSeconds(Utility.RandomMinMax(30, 60));
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}
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}
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public override void OnThink()
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{
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base.OnThink();
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if (Combatant != null && m_NextWeaponChange < DateTime.UtcNow)
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ChangeWeapon();
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}
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public Ronin( 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 ); // version
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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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m_NextWeaponChange = DateTime.UtcNow;
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}
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}
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}
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