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using System; using Server.Items; using Server.Mobiles; namespace Server.Mobiles { [CorpseName( "a blood steed corpse" )] public class BloodSteed : BaseMount { public override WeaponAbility GetWeaponAbility() { switch ( Utility.Random( 2 ) ) { default: case 0: return WeaponAbility.MortalStrike; case 1: return WeaponAbility.BleedAttack; } } [Constructable] public BloodSteed() : this( "a blood steed" ) { } [Constructable] public BloodSteed( string name ) : base( name, 0xBE, 0x3E9E, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { BaseSoundID = 0x116; SetStr( 925, 960 ); SetDex( 300, 385 ); SetInt( 550, 575 ); SetHits( 900, 915 ); SetDamage( 30, 35 ); SetDamageType( ResistanceType.Physical, 55 ); SetDamageType( ResistanceType.Fire, 45 ); SetResistance( ResistanceType.Physical, 80 ); SetResistance( ResistanceType.Fire, 65 ); SetResistance( ResistanceType.Cold, 65 ); SetResistance( ResistanceType.Poison, 55 ); SetResistance( ResistanceType.Energy, 70 ); SetSkill( SkillName.MagicResist, 250.0, 260.0 ); SetSkill( SkillName.Tactics, 200.0, 210.0 ); SetSkill( SkillName.Wrestling, 200.0, 210.0 ); SetSkill( SkillName.EvalInt, 110.0, 120.0 ); SetSkill( SkillName.Magery, 110.0, 120.0 ); SetSkill( SkillName.Meditation, 400.0, 450.0 ); SetSkill( SkillName.Anatomy, 275.0, 300.0 ); Fame = 20000; Karma = -20000; VirtualArmor = 100; Tamable = true; ControlSlots = 4; MinTameSkill = 115.0; switch ( Utility.Random( 3 ) ) { case 0: { BodyValue = 116; ItemID = 16039; Hue = 2118; break; } case 1: { BodyValue = 178; ItemID = 16041; Hue = 2998; break; } case 2: { BodyValue = 179; ItemID = 16055; Hue = 1157; break; } } PackGold( 1000 ); PackItem( new SulfurousAsh( Utility.RandomMinMax( 100, 250 ) ) ); PackItem( new Ruby( Utility.RandomMinMax( 10, 30 ) ) ); } public override bool HasBreath{ get{ return true; } } // fire breath enabled public override FoodType FavoriteFood{ get{ return FoodType.Meat; } } public override PackInstinct PackInstinct{ get{ return PackInstinct.Daemon | PackInstinct.Equine; } } public override bool AutoDispel{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public override Poison HitPoison{ get{ return Poison.Lethal; } } public BloodSteed( 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(); if ( BaseSoundID <= 0 ) BaseSoundID = 0xA8; } } } |
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public override WeaponAbility GetWeaponAbility() { switch ( Utility.Random( 2 ) ) { default: case 0: return WeaponAbility.MortalStrike; case 1: return WeaponAbility.BleedAttack; } } |
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public override WeaponAbility GetWeaponAbility() { switch ( Utility.Random( 5 ) ) { default: case 0: return WeaponAbility.MortalStrike; case 1: return WeaponAbility.BleedAttack; } } |
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public override WeaponAbility GetWeaponAbility() { switch ( Utility.Random( 5 ) ) { default: return null; case 0: return WeaponAbility.MortalStrike; case 1: return WeaponAbility.BleedAttack; } } |