SomeDude
Citizen
just a little fix to make navrey alittle more osi like
just added the alwaysmurder osi like
just added the alwaysmurder osi like
Code:
using System;
using System.Collections.Generic;
using Server.Engines.Quests;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName("an spider corpse")]
public class Navrey : BaseCreature
{
private static readonly Type[] m_Artifact = new Type[]
{
typeof(NightEyes),
typeof(Tangle),
typeof(BladeOfBattle),
typeof(DemonBridleRing),
typeof(GiantSteps),
typeof(StormCaller),
typeof(SwordOfShatteredHopes),
typeof(SummonersKilt),
typeof(TokenOfHolyFavor),
typeof(Venom),
typeof(BreastplateOfTheBerserker),
};
[Constructable]
public Navrey()
: base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4)
{
this.Name = "Navrey Night-Eyes";
this.Body = 735;
this.BaseSoundID = 389;
this.SetStr(1000, 1500);
this.SetDex(200, 250);
this.SetInt(150, 200);
this.SetHits(30000, 35000);
this.SetDamage(25, 40);
this.SetDamageType(ResistanceType.Physical, 50);
this.SetDamageType(ResistanceType.Fire, 25);
this.SetDamageType(ResistanceType.Energy, 25);
this.SetResistance(ResistanceType.Physical, 55, 65);
this.SetResistance(ResistanceType.Fire, 45, 55);
this.SetResistance(ResistanceType.Cold, 50, 70);
this.SetResistance(ResistanceType.Poison, 100);
this.SetResistance(ResistanceType.Energy, 60, 80);
this.SetSkill(SkillName.Anatomy, 50.0, 80.0);
this.SetSkill(SkillName.EvalInt, 90.0, 100.0);
this.SetSkill(SkillName.Magery, 90.0, 100.0);
this.SetSkill(SkillName.MagicResist, 100.0, 130.0);
this.SetSkill(SkillName.Meditation, 80.0, 100.0);
this.SetSkill(SkillName.Poisoning, 100.0);
this.SetSkill(SkillName.Tactics, 90.0, 100.0);
this.SetSkill(SkillName.Wrestling, 91.6, 98.2);
this.Fame = 30000;
this.Karma = -30000;
this.VirtualArmor = 90;
}
public Navrey(Serial serial)
: base(serial)
{
}
public override bool AlwaysMurderer
{
get
{
return true;
}
}
public override Poison PoisonImmune
{
get
{
return Poison.Parasitic;
}
}
public override Poison HitPoison
{
get
{
return Poison.Lethal;
}
}
public override int Meat
{
get
{
return 1;
}
}
public static void DistributeRandomArtifact(BaseCreature bc, Type[] typelist)
{
int random = Utility.Random(typelist.Length);
Item item = Loot.Construct(typelist[random]);
DistributeArtifact(DemonKnight.FindRandomPlayer(bc), item);
}
public static void DistributeArtifact(Mobile to, Item artifact)
{
if (to == null || artifact == null)
return;
Container pack = to.Backpack;
if (pack == null || !pack.TryDropItem(to, artifact, false))
to.BankBox.DropItem(artifact);
to.SendLocalizedMessage(502088); // A special gift has been placed in your backpack.
}
public override void GenerateLoot()
{
this.AddLoot(LootPack.FilthyRich, 2);
}
public override void OnDeath(Container c)
{
base.OnDeath(c);
if (Utility.RandomBool())
c.AddItem(ScrollofTranscendence.CreateRandom(30, 30));
if (Utility.RandomBool())
c.AddItem(new TatteredAncientScroll());
if (Utility.RandomBool())
c.AddItem(new UntransTome());
if (Utility.RandomBool())
c.AddItem(new SpiderCarapace());
if (Utility.RandomDouble() < 0.01)
DistributeRandomArtifact(this, m_Artifact);
// distribute quest items for the 'Green with Envy' quest given by Vernix
List<DamageStore> rights = BaseCreature.GetLootingRights(this.DamageEntries, this.HitsMax);
for (int i = rights.Count - 1; i >= 0; --i)
{
DamageStore ds = rights[i];
if (!ds.m_HasRight)
rights.RemoveAt(i);
}
// for each with looting rights... give an eye of navrey if they have the quest
foreach (DamageStore d in rights)
{
PlayerMobile pm = d.m_Mobile as PlayerMobile;
if (null != pm)
{
foreach (BaseQuest quest in pm.Quests)
{
if (quest is GreenWithEnvyQuest)
{
Container pack = pm.Backpack;
Item item = new EyeOfNavrey();
if (pack == null || !pack.TryDropItem(pm, item, false))
pm.BankBox.DropItem(item);
pm.SendLocalizedMessage(1095155); // As Navrey Night-Eyes dies, you find and claim one of her eyes as proof of her demise.
break;
}
}
}
}
}
public override void OnThink()
{
if (Utility.RandomDouble() < 0.03)
this.DoSpecialAbility();
}
// override so Navrey will ignore players paralyzed in webs
public override bool CanSee(object o)
{
if (o is Mobile && ((Mobile)o).Paralyzed && Utility.RandomDouble() > 0.25)
return false;
return base.CanSee(o);
}
public void DoSpecialAbility()
{
// build target list
List<Mobile> mlist = new List<Mobile>();
foreach (Mobile mob in this.Map.GetMobilesInRange(this.Location, this.RangePerception))
{
if (null != mob && !mob.Deleted && !mob.Paralyzed && AccessLevel.Player == mob.AccessLevel)
mlist.Add(mob);
}
// pick a random target and sling the web
if (0 != mlist.Count)
{
int i = Utility.Random(mlist.Count);
Mobile m = mlist.ToArray()[i];
this.Direction = this.GetDirectionTo(m);
Item web = new NavreyParalyzingWeb();
if (Utility.RandomDouble() > 0.1)
m.Paralyze(TimeSpan.FromSeconds(60));
web.MoveToWorld(m.Location, this.Map);
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}