Mastajim
Traveler
Here is a short list of lines you can add to create a more *complete* monster / creature (to be updated with more info)
See where you should put those line:
****
Exemple of a script:
[CorpseName( "a dragon corpse" )]
public class DragonDestard : BaseCreature
{
[Constructable]
public DragonDestard () : base( AIType.AI_Mage, FightMode.Weakest, 10, 1, 0.2, 0.4 )
{
Name = "a dragon of destard";
Body = Utility.RandomList( 12, 59 );
BaseSoundID = 362;
SetStr( 796, 825 );
SetDex( 86, 105 );
SetInt( 436, 475 );
SetHits( 478, 495 );
SetDamage( 16, 22 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 55, 65 );
SetResistance( ResistanceType.Fire, 60, 70 );
SetResistance( ResistanceType.Cold, 30, 40 );
SetResistance( ResistanceType.Poison, 25, 35 );
SetResistance( ResistanceType.Energy, 35, 45 );
SetSkill( SkillName.EvalInt, 30.1, 40.0 );
SetSkill( SkillName.Magery, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 99.1, 100.0 );
SetSkill( SkillName.Tactics, 97.6, 100.0 );
SetSkill( SkillName.Wrestling, 90.1, 92.5 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 60;
Tamable = true;
ControlSlots = 3;
MinTameSkill = 93.9;
switch ( Utility.Random( 24 ) )
{
case 0: PackItem( new Blight() ); break;
case 1: PackItem( new Corruption() ); break;
case 2: PackItem( new Muculent() ); break;
case 3: PackItem( new Putrefication() ); break;
case 4: PackItem( new Scourge() ); break;
case 5: PackItem( new Taint() ); break;
case 6: PackItem( new CapturedEssence () ); break;
case 7: PackItem( new DiseasedBark() ); break;
case 8: PackItem( new DreadHornMane() ); break;
case 9: PackItem( new EyeOfTheTravesty() ); break;
case 10: PackItem( new GrizzledBones() ); break;
case 11: PackItem( new LardOfParoxysmus() ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.AosSuperBoss, 1 );
AddLoot( LootPack.Gems, 12 );
}
********* CODE GOES HERE **************
public override bool ReacquireOnMovement{ get{ return !Controlled; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override bool AutoDispel{ get{ return !Controlled; } }
public override int TreasureMapLevel{ get{ return 4; } }
//END
Hopes it help some newbs out there like me.
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override bool AutoDispel{ get{ return !Controlled; } } //good against summon fey or abuse of summoned spells
public override int TreasureMapLevel{ get{ return 4; } } // add treasure map + choice of level
public override int Meat{ get{ return 19; } }
public override Poison PoisonImmune{ get{ return Poison.Deadly; } }
public override Poison HitPoison{ get{ return Poison.Deadly; } }
public override bool BleedImmune{ get{ return true; } } // against these bleeding special moves
public override bool ReacquireOnMovement{ get{ return !Controlled; } } // ??
public override int Hides{ get{ return 20; } }
public override HideType HideType{ get{ return HideType.Barbed; } }
public override int Scales{ get{ return 7; } }
public override ScaleType ScaleType{ get{ return ( Body == 12 ? ScaleType.Yellow : ScaleType.Red ); } } // obvious
public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }
public override bool CanAngerOnTame { get { return true; } }
public override void AlterMeleeDamageFrom( Mobile from, ref int damage )
{
if ( from is BaseCreature )
{
BaseCreature bc = (BaseCreature)from;
if ( bc.Controlled || bc.BardTarget == this )
damage = 0; // Immune to pets and provoked creatures
}
} // this one is good against abuse of pets like on my server. They all have tamers hehe.
See where you should put those line:
****
Exemple of a script:
[CorpseName( "a dragon corpse" )]
public class DragonDestard : BaseCreature
{
[Constructable]
public DragonDestard () : base( AIType.AI_Mage, FightMode.Weakest, 10, 1, 0.2, 0.4 )
{
Name = "a dragon of destard";
Body = Utility.RandomList( 12, 59 );
BaseSoundID = 362;
SetStr( 796, 825 );
SetDex( 86, 105 );
SetInt( 436, 475 );
SetHits( 478, 495 );
SetDamage( 16, 22 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 55, 65 );
SetResistance( ResistanceType.Fire, 60, 70 );
SetResistance( ResistanceType.Cold, 30, 40 );
SetResistance( ResistanceType.Poison, 25, 35 );
SetResistance( ResistanceType.Energy, 35, 45 );
SetSkill( SkillName.EvalInt, 30.1, 40.0 );
SetSkill( SkillName.Magery, 90.1, 100.0 );
SetSkill( SkillName.MagicResist, 99.1, 100.0 );
SetSkill( SkillName.Tactics, 97.6, 100.0 );
SetSkill( SkillName.Wrestling, 90.1, 92.5 );
Fame = 15000;
Karma = -15000;
VirtualArmor = 60;
Tamable = true;
ControlSlots = 3;
MinTameSkill = 93.9;
switch ( Utility.Random( 24 ) )
{
case 0: PackItem( new Blight() ); break;
case 1: PackItem( new Corruption() ); break;
case 2: PackItem( new Muculent() ); break;
case 3: PackItem( new Putrefication() ); break;
case 4: PackItem( new Scourge() ); break;
case 5: PackItem( new Taint() ); break;
case 6: PackItem( new CapturedEssence () ); break;
case 7: PackItem( new DiseasedBark() ); break;
case 8: PackItem( new DreadHornMane() ); break;
case 9: PackItem( new EyeOfTheTravesty() ); break;
case 10: PackItem( new GrizzledBones() ); break;
case 11: PackItem( new LardOfParoxysmus() ); break;
}
}
public override void GenerateLoot()
{
AddLoot( LootPack.AosSuperBoss, 1 );
AddLoot( LootPack.Gems, 12 );
}
********* CODE GOES HERE **************
public override bool ReacquireOnMovement{ get{ return !Controlled; } }
public override bool HasBreath{ get{ return true; } } // fire breath enabled
public override bool AutoDispel{ get{ return !Controlled; } }
public override int TreasureMapLevel{ get{ return 4; } }
//END
Hopes it help some newbs out there like me.