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>
106 lines
3 KiB
C#
106 lines
3 KiB
C#
using Server.Items;
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namespace Server.Mobiles
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{
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public class Executioner : BaseCreature
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{
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[Constructable]
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public Executioner()
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: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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SpeechHue = Utility.RandomDyedHue();
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Title = "the executioner";
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Hue = Utility.RandomSkinHue();
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if (Female = Utility.RandomBool())
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{
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Body = 0x191;
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Name = NameList.RandomName("female");
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SetWearable(new Skirt(), Utility.RandomRedHue(), 1);
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}
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else
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{
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Body = 0x190;
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Name = NameList.RandomName("male");
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SetWearable(new ShortPants(), Utility.RandomRedHue(), 1);
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}
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SetStr(386, 400);
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SetDex(151, 165);
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SetInt(161, 175);
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SetDamage(8, 10);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 35, 45);
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SetResistance(ResistanceType.Fire, 25, 30);
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SetResistance(ResistanceType.Cold, 25, 30);
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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, 125.0);
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SetSkill(SkillName.Fencing, 46.0, 77.5);
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SetSkill(SkillName.Macing, 35.0, 57.5);
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SetSkill(SkillName.Poisoning, 60.0, 82.5);
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SetSkill(SkillName.MagicResist, 83.5, 92.5);
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SetSkill(SkillName.Swords, 125.0);
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SetSkill(SkillName.Tactics, 125.0);
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SetSkill(SkillName.Lumberjacking, 125.0);
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Fame = 5000;
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Karma = -5000;
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SetWearable(new ThighBoots(), Utility.RandomRedHue(), 1);
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SetWearable(new Surcoat(), Utility.RandomRedHue(), 1);
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SetWearable(new ExecutionersAxe(), dropChance: 1);
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Utility.AssignRandomHair(this);
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}
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public Executioner(Serial serial)
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: base(serial)
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{
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}
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public override bool AlwaysMurderer => true;
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public bool BlockReflect { get; set; }
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public override int Damage(int amount, Mobile from, bool informMount, bool checkDisrupt)
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{
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int dam = base.Damage(amount, from, informMount, checkDisrupt);
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if (!BlockReflect && from != null && dam > 0)
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{
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BlockReflect = true;
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AOS.Damage(from, this, dam, 0, 0, 0, 0, 0, 0, 100);
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BlockReflect = false;
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from.PlaySound(0x1F1);
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}
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return dam;
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}
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public override void GenerateLoot()
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{
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AddLoot(LootPack.FilthyRich);
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AddLoot(LootPack.Meager);
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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); // version
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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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