103 lines
3.0 KiB
C#
103 lines
3.0 KiB
C#
using System;
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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( "Corpse of the Soul Guardian" )]
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public class SoulGuardian : BaseCreature
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{
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public override bool ShowFameTitle{ get{ return false; } }
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[Constructable]
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public SoulGuardian() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "Soul Guardian";
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Body = 311;
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Hue = 0;
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BaseSoundID = 1072;
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SetStr( 500, 500 );
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SetDex( 400, 400 );
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SetInt( 200, 250 );
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SetHits( 3500, 5000 );
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SetDamage( 15, 25 );
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SetDamageType( ResistanceType.Physical, 35 );
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SetDamageType( ResistanceType.Cold, 35 );
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SetDamageType( ResistanceType.Fire, 35 );
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SetResistance( ResistanceType.Physical, 40, 50 );
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SetResistance( ResistanceType.Energy, 40, 50 );
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SetResistance( ResistanceType.Poison, 40, 50 );
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SetResistance( ResistanceType.Cold, 40, 50 );
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SetResistance( ResistanceType.Fire, 40, 50 );
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SetSkill( SkillName.Wrestling, 95.1, 100.0 );
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SetSkill( SkillName.Anatomy, 95.1, 100.0 );
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SetSkill( SkillName.MagicResist, 95.1, 100.0 );
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SetSkill( SkillName.Swords, 95.1, 100.0 );
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SetSkill( SkillName.Tactics, 95.1, 100.0 );
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SetSkill( SkillName.Parry, 95.1, 100.0 );
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SetSkill( SkillName.Focus, 95.1, 100.0 );
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Fame = 15000;
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Karma = -20000;
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VirtualArmor = 40;
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//PackGold( 5000, 6000 );
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}
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public override bool AlwaysAttackable{ get{ return true; } }
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Rich, 1 );
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}
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public override void OnKilledBy(Mobile mob)
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{
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PlayerMobile p = mob as PlayerMobile;
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if (p == null || p.Map == Map.Internal || p.Map == null || p.Deleted || p.Blessed)
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return;
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else if (mob is PlayerMobile)
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{
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switch (Utility.Random(30))
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{
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case 0: p.AddToBackpack(new SoulChest()); break;
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case 1: p.AddToBackpack(new SoulLegs()); break;
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case 2: p.AddToBackpack(new SoulArms()); break;
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case 3: p.AddToBackpack(new SoulHelmet()); break;
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case 4: p.AddToBackpack(new SoulGorget()); break;
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case 5: p.AddToBackpack(new SoulGloves()); break;
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case 6: p.AddToBackpack(new SoulShield()); break;
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case 7: p.AddToBackpack(new SoulBow()); break;
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case 8: p.AddToBackpack(new SoulSword()); break;
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case 9: p.AddToBackpack(new SoulShroud()); break;
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}
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}
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base.OnKilledBy(mob);
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}
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public SoulGuardian( 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 );
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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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}
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}
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}
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