Files
abysmal-isle/Scripts/Mobiles/Normal/Ronin.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

174 lines
4.4 KiB
C#

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