188 lines
5.0 KiB
C#
188 lines
5.0 KiB
C#
using System;
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using System.Collections;
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using Server.Items;
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using Server.ContextMenus;
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using Server.Misc;
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using Server.Network;
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namespace Server.Mobiles
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{
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public class EliteNinja : BaseCreature
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{
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public override bool ClickTitle{ get{ return false; } }
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public override bool CanStealth { get { return true; } }
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private DateTime m_NextWeaponChange;
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[Constructable]
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public EliteNinja() : base( AIType.AI_Ninja, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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SpeechHue = Utility.RandomDyedHue();
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Hue = Utility.RandomSkinHue();
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Name = "an elite ninja";
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Body = ( this.Female = Utility.RandomBool() ) ? 0x191 : 0x190;
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SetHits( 251, 350 );
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SetStr( 126, 225 );
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SetDex( 81, 95 );
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SetInt( 151, 165 );
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SetDamage( 12, 20 );
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SetDamageType( ResistanceType.Physical, 65 );
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SetDamageType( ResistanceType.Fire, 15 );
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SetDamageType( ResistanceType.Poison, 15 );
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SetDamageType( ResistanceType.Energy, 5 );
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SetResistance( ResistanceType.Physical, 35, 65 );
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SetResistance( ResistanceType.Fire, 40, 60 );
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SetResistance( ResistanceType.Cold, 25, 45 );
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SetResistance( ResistanceType.Poison, 40, 60 );
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SetResistance( ResistanceType.Energy, 35, 55 );
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SetSkill( SkillName.Anatomy, 105.0, 120.0 );
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SetSkill( SkillName.MagicResist, 80.0, 100.0 );
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SetSkill( SkillName.Tactics, 115.0, 130.0 );
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SetSkill( SkillName.Wrestling, 95.0, 120.0 );
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SetSkill( SkillName.Fencing, 95.0, 120.0 );
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SetSkill( SkillName.Macing, 95.0, 120.0 );
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SetSkill( SkillName.Swords, 95.0, 120.0 );
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SetSkill( SkillName.Ninjitsu, 95.0, 120.0 );
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SetSkill( SkillName.Hiding, 100.0);
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SetSkill( SkillName.Stealth, 120.0 );
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Fame = 8500;
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Karma = -8500;
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LeatherNinjaBelt belt = new LeatherNinjaBelt();
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belt.UsesRemaining = 20;
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belt.Poison = Poison.Greater;
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belt.PoisonCharges = 20;
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belt.Movable = false;
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AddItem(belt);
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int amount = Skills[SkillName.Ninjitsu].Value >= 100 ? 2 : 1;
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for (int i = 0; i < amount; i++)
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{
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Fukiya f = new Fukiya();
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f.UsesRemaining = 10;
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f.Poison = amount == 1 ? Poison.Regular : Poison.Greater;
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f.PoisonCharges = 10;
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f.Movable = false;
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PackItem(f);
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}
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AddItem( new NinjaTabi() );
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AddItem( new LeatherNinjaJacket());
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AddItem( new LeatherNinjaHood());
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AddItem( new LeatherNinjaPants());
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AddItem( new LeatherNinjaMitts());
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if( Utility.RandomDouble() < 0.33 )
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PackItem( new SmokeBomb() );
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if (Utility.RandomBool())
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PackItem(new Tessen());
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else
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PackItem(new Wakizashi());
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if (Utility.RandomBool())
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PackItem(new Nunchaku());
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else
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PackItem(new Daisho());
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if (Utility.RandomBool())
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PackItem(new Sai());
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else
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PackItem(new Tekagi());
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if (Utility.RandomBool())
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PackItem(new Kama());
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else
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PackItem(new Katana());
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Utility.AssignRandomHair( this );
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ChangeWeapon();
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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 BookOfNinjitsu() );
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}
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public override bool BardImmune{ get{ return true; } }
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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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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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ColUtility.Free(weapons);
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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 EliteNinja( 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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} |