mirror of
https://github.com/ServUO/ServUO
synced 2026-08-11 20:23:04 -04:00
* Ranger Equipment fix, Additem delete - add parameter with default value to AddItem - On Conflict, still log conflict, but delete the conflicting Item by default - Delete the base boots of Rangers befor adding the new boots * Updated Mobile Scripts - went through all scripts to update them to SetWearable - reverted change to AddItem * Update to SetWearable - last item being set will be worn (if no override to OnEquip returns false - delete the item on the layer that is the same as the new item (if existend) - used ifs to cap item.Movable, therefor no need to call to Random if <= 0 or >= 1 * Update base InitOutFit - replaced the Additem for Backpack with SetWearable, Movable is getting set this way too - altered the other SetWearable calls, to allow the items to be moved / dropped (as they should normally) * Null reference sanity check. Co-authored-by: Voxpire <admin@vita-nex.com>
70 lines
1.9 KiB
C#
70 lines
1.9 KiB
C#
using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName("a clan scratch scrounger corpse")]
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public class ClanSS : BaseCreature
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{
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[Constructable]
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public ClanSS()
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: base(AIType.AI_Archer, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Name = "Clan Scratch Scrounger";
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Body = 0x8E;
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BaseSoundID = 437;
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SetStr(97, 100);
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SetDex(98, 100);
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SetInt(45, 50);
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SetHits(135);
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SetDamage(4, 5);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 25, 30);
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SetResistance(ResistanceType.Fire, 20, 25);
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SetResistance(ResistanceType.Cold, 49, 55);
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SetResistance(ResistanceType.Poison, 10, 20);
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SetResistance(ResistanceType.Energy, 10, 20);
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SetSkill(SkillName.Anatomy, 51.5, 55.5);
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SetSkill(SkillName.MagicResist, 65.1, 90.0);
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SetSkill(SkillName.Tactics, 59.1, 65.0);
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SetSkill(SkillName.Wrestling, 72.5, 75.0);
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Fame = 6500;
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Karma = -6500;
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SetWearable(new Bow(), dropChance: 1);
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}
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public ClanSS(Serial serial)
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: base(serial)
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{
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}
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public override bool CanRummageCorpses => true;
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public override int Hides => 8;
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public override HideType HideType => HideType.Spined;
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public override int TreasureMapLevel => 2;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Rich, 2);
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AddLoot(LootPack.LootItem<Arrow>(Utility.RandomMinMax(50, 70)));
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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(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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