Basic Monster Creation
Basic Monster Creation Guide For Run UO 2.0 Rc1
Tool
Inside UO To Edit Animation Sound...
Inside UO
SharpDevelop 2.0
Downloads @ic#code
And Attached Files
Monster Creation.cs
SoundNumbers.doc
TileData- info.txt
New Basic Monster
ShadowArcher.cs
Info
Basic Creature + Some Code From Run UO .com +
-Alway edit the code
-You can use ShadowArcher.cs as Base
-//*C@C:Important Step
-//C@C: Optional step
Updated to 4.0 02 / 13 / 2008
Basic Monster Creation Guide For Run UO 2.0 Rc1
Tool
Inside UO To Edit Animation Sound...
Inside UO
SharpDevelop 2.0
Downloads @ic#code
And Attached Files
Monster Creation.cs
SoundNumbers.doc
TileData- info.txt
New Basic Monster
ShadowArcher.cs
Info
Basic Creature + Some Code From Run UO .com +
-Alway edit the code
-You can use ShadowArcher.cs as Base
-//*C@C:Important Step
-//C@C: Optional step
Code:
//Look into my eye!
using System;
using Server;
using Server.Misc;
using Server.Items;
using System.Collections;
using Server.Targeting;
namespace Server.Mobiles
{
//*C@C Corps Display Name
[CorpseName( "Shadow Corpse" )]
//*C@C Name: BaseCreature
public class shadowarcher : BaseCreature
{
//*C@C Name : AIType, FightMode, RangePerception, RangeFight, ActiveSpeed, PassiveSpeed
[Constructable]
public shadowarcher() : base( AIType.AI_Archer, FightMode.Weakest, 5, 5, 0.2, 0.5 )
{
//Title = "";
Name = "Shadow Archer";
//C@C See Body list
Body = 764;
Hue = 1;
//C@C Equiped Item
Bow weapon = new Bow();
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 5, 6 );
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 5, 6 );
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 5, 6 );
//weapon.Skill = SkillName.Swords;
weapon.Speed = 46;
weapon.Hue = 0x151;
weapon.Weight = 1.0;
weapon.Movable = false;
weapon.Attributes.SpellChanneling = 1;
AddItem( weapon );
//C@C* Monster Stats
SetStr( 296, 320 );
SetDex( 105, 155 );
SetInt( 36, 60 );
SetHits( 151, 162 );
SetStam( 151, 162 );
SetMana( 151, 162 );
SetDamage( 10, 40 );
SetDamageType( ResistanceType.Physical, 100 );
SetDamageType( ResistanceType.Poison, 00 );
SetDamageType( ResistanceType.Fire, 00 );
SetDamageType( ResistanceType.Cold, 00 );
SetDamageType( ResistanceType.Energy, 00 );
SetResistance( ResistanceType.Physical, 45, 60 );
SetResistance( ResistanceType.Fire, 25, 35 );
SetResistance( ResistanceType.Cold, 30, 40 );
SetResistance( ResistanceType.Poison, 40, 50 );
SetResistance( ResistanceType.Energy, 30, 35 );
//C@C* Skills see List
SetSkill( SkillName.Tactics, 70.0 );
SetSkill( SkillName.Parry, 70.0 );
SetSkill( SkillName.Archery, 70.0 );
//C@C Frame & Karma
Fame = 4500;
Karma = -4500;
//C@C Armor
VirtualArmor = 45;
//C@C Add Item on dead
AddItem( new Bow() );
//C@C add item in pack
PackItem( new Arrow( Utility.RandomMinMax( 80, 90 ) ) );
// Close--public shadowarcher() : base( AIType.AI_Archer, FightMode.Weakest, 5, 5, 0.2, 0.5 )
}
//C@C Name
public shadowarcher( Serial serial ) : base( serial )
{
}
//C@C Save
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
//C@C Load
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
//C@C Reflect Spell
public override void CheckReflect( Mobile caster, ref bool reflect )
{
reflect = true; // Every spell is reflected back to the caster
}
//C@C OnCarve
public override MeatType MeatType{ get{ return MeatType.Ribs; } }
public override int Meat{ get{ return 5; } }
//C@C Bard Option
public override bool BardImmune{ get{ return true; } }
//C@C Talk Action Starter
public override void OnSpeech(SpeechEventArgs e)
{
if (!e.Handled && e.Mobile.InRange(this.Location, 5))
{
if (e.Speech == "HiddenTreasure")
{
this.Say("You ...Know Where i can found it !");
}
base.OnSpeech(e);
}
}
//C@C Close-- public class shadowarcher : BaseCreature
}
//C@C Close-- namespace Server.Mobiles
}