if (!m_Mobile.IsDeadPet && (m_Mobile.ReduceSpeedWithDamage || m_Mobile.IsSubdued))
{
double offset = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if (offset < 0.0)
{
offset = 0.0;
}
else if (offset > 1.0)
{
offset = 1.0;
}
offset = 1.0 - offset;
delay += (offset * speedfactor);
}
using System;
using Server.Items;
using System.Collections.Generic;
using Server.Engines.CannedEvil;
namespace Server.Mobiles
{
[CorpseName( "rhasce corpse" )]
public class Rhasce : BaseCreature
{
public override bool CanFlee { get { return false; } }
public override bool BardImmune{ get{ return true; } } //make it bardimmune: unpeaceable\unprovokable\undiscorded
public override bool AutoDispel{ get{ return true; } } //make it auto dispel summons
public override Poison PoisonImmune{ get{ return Poison.Lethal; } } //make it immmune to lethal poison
public override bool AlwaysMurderer{ get{ return true; } } //make the npc red
public int m_ArmorHUE = 0x54E;
[Constructable]
public Rhasce() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "Rhasce"; //the name players will see
// Body = 0x25D; //Male Body
Body = 0x25E; //Female Body
SetStr( 500, 750 ); //set stats
SetDex( 250, 400 );
SetInt( 350, 550 );
SetHits( 2000, 2500 ); //set hp
SetDamage( 70, 80 ); //set how much damage ~
SetDamageType( ResistanceType.Physical, 50 ); //which damage type it does
SetDamageType( ResistanceType.Cold, 50 );
// SetDamageType( ResistanceType.Fire, 50 );
// SetDamageType( ResistanceType.Poison, 50 );
// SetDamageType( ResistanceType.Energy, 50 );
SetResistance( ResistanceType.Physical, 60, 80 ); //what resists it has
SetResistance( ResistanceType.Fire, 55, 70 );
SetResistance( ResistanceType.Cold, 55, 70 );
SetResistance( ResistanceType.Poison, 55, 70 );
SetResistance( ResistanceType.Energy, 55, 70 );
SetSkill( SkillName.Anatomy, 200.0 );
SetSkill( SkillName.Tactics, 200.0 );
SetSkill( SkillName.Macing, 200.0 );
Fame = 30000; //its fame/karma
Karma = -30000;
VirtualArmor = 50;
PlateChest chest = new PlateChest(); //add its armor and set its hue and not movable so it won't be on loot
chest.Hue = m_ArmorHUE;
chest.Movable = false;
AddItem( chest );
PlateArms arms = new PlateArms();
arms.Hue = m_ArmorHUE;
arms.Movable = false;
AddItem( arms );
PlateGloves gloves = new PlateGloves();
gloves.Hue = m_ArmorHUE;
gloves.Movable = false;
AddItem( gloves );
PlateGorget gorget = new PlateGorget();
gorget.Hue = m_ArmorHUE;
gorget.Movable = false;
AddItem( gorget );
PlateLegs legs = new PlateLegs();
legs.Hue = m_ArmorHUE;
legs.Movable = false;
AddItem( legs );
WarHammer weapon = new WarHammer(); //add its weapon and set its hue and not movable so it won't be on loot
weapon.Name = "Rhasce's Hammer of Smiting!";
weapon.Hue = m_ArmorHUE;
weapon.Movable = false;
AddItem( weapon );
FurBoots boots = new FurBoots(); //add its boots and set its hue and not movable so it won't be on loot
boots.Hue = m_ArmorHUE;
boots.Movable = false;
AddItem( boots );
Item hair = new Item( 8251 ); //add its hair and set its hue and not movable so it won't be on loot
hair.Hue = m_ArmorHUE;
hair.Layer = Layer.Hair;
hair.Movable = false;
AddItem( hair );
AddItem( new Gold( 2500, 5000 ));
}
public override void GenerateLoot() //add normal loot
{
AddLoot( LootPack.UltraRich ); // set the loot type to ultra rich
}
public Rhasce( Serial serial ) : base( serial ) // no idea what this does
{
}
public override void Serialize( GenericWriter writer ) // this save the info on the mob so it won't be deleted all the time
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader ) // this load the info on the mob so it won't be deleted all the time
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
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