Any luck with you're Orc Scout King ?
I am interested in an orc scout and not sure if i should start making one, or you are in the process of yours ?
I am wondering how hard to mimick the teleporting ?
damn slippery suckers.
here is a basic orcscrout script
Code:
using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "an orcish corpse" )]
public class OrcScout : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Orc; } }
[Constructable]
public OrcScout() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = NameList.RandomName( "orc" );
Body = 17;
BaseSoundID = 0x45A;
Hue = 0x851;
SetStr( 147, 215 );
SetDex( 91, 115 );
SetInt( 61, 85 );
SetHits( 95, 123 );
SetDamage( 4, 14 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 25, 35 );
SetResistance( ResistanceType.Fire, 30, 40 );
SetResistance( ResistanceType.Cold, 20, 30 );
SetResistance( ResistanceType.Poison, 30, 40 );
SetResistance( ResistanceType.Energy, 30, 40 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 60.1, 85.0 );
SetSkill( SkillName.Tactics, 75.1, 90.0 );
SetSkill( SkillName.Wrestling, 60.1, 85.0 );
SetSkill( SkillName.Anatomy, 60.2, 100.0 );
SetSkill( SkillName.Archery, 80.1, 90.0 );
Fame = 2500;
Karma = -2500;
switch ( Utility.Random( 5 ) )
{
case 0: PackItem( new Lockpick() ); break;
case 1: PackItem( new MortarPestle() ); break;
case 2: PackItem( new Bottle() ); break;
case 3: PackItem( new RawRibs() ); break;
case 4: PackItem( new Shovel() ); break;
}
AddItem( new OrcBow() );
PackItem( new Arrow( Utility.RandomMinMax( 50, 70 ) ) );
PackItem( new RingmailChest() );
if ( 0.3 > Utility.RandomDouble() )
PackItem( Loot.RandomPossibleReagent() );
if ( 0.2 > Utility.RandomDouble() )
PackItem( new BolaBall() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
AddLoot( LootPack.Average );
// TODO: evil orc helm
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int TreasureMapLevel{ get{ return 1; } }
public override int Meat{ get{ return 1; } }
public override OppositionGroup OppositionGroup
{
get{ return OppositionGroup.SavagesAndOrcs; }
}
public override bool IsEnemy( Mobile m )
{
if ( m.Player && m.FindItemOnLayer( Layer.Helm ) is OrcishKinMask )
return false;
return base.IsEnemy( m );
}
public override void AggressiveAction( Mobile aggressor, bool criminal )
{
base.AggressiveAction( aggressor, criminal );
Item item = aggressor.FindItemOnLayer( Layer.Helm );
if ( item is OrcishKinMask )
{
AOS.Damage( aggressor, 50, 0, 100, 0, 0, 0 );
item.Delete();
aggressor.FixedParticles( 0x36BD, 20, 10, 5044, EffectLayer.Head );
aggressor.PlaySound( 0x307 );
}
}
public OrcScout( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
the orc doesnt actually hold a bow though
here is my orcbow
Code:
using System;
using Server.Network;
using Server.Items;
namespace Server.Items
{
[FlipableAttribute( 0x13B2, 0x13B1 )]
public class OrcBow : BaseRanged
{
public override int EffectID{ get{ return 0xF42; } }
public override Type AmmoType{ get{ return typeof( Arrow ); } }
public override Item Ammo{ get{ return new Arrow(); } }
public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MortalStrike; } }
public override int AosMinDamage{ get{ return 25; } }
public override int AosMaxDamage{ get{ return 35; } }
public override int AosSpeed{ get{ return 35; } }
public override int OldMinDamage{ get{ return 9; } }
public override int OldMaxDamage{ get{ return 41; } }
public override int OldSpeed{ get{ return 20; } }
public override int DefMaxRange{ get{ return 13; } }
public override int InitMinHits{ get{ return 31; } }
public override int InitMaxHits{ get{ return 60; } }
public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.ShootBow; } }
[Constructable]
public OrcBow() : base( 0x13B2 )
{
Weight = 6.0;
Layer = Layer.TwoHanded;
Name = "orc bow";
StrRequirement = 60;
Hue = 2106;
}
public OrcBow( Serial serial ) : base( serial )
{
}
public override bool OnFired( Mobile attacker, Mobile defender )
{
Container pack = attacker.Backpack;
if ( attacker.Player && (pack == null || !pack.ConsumeTotal( AmmoType, 2 )) )
return false;
attacker.MovingEffect( defender, EffectID, 18, 1, false, false );
return true;
}
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 ( Weight == 7.0 )
Weight = 6.0;
}
}
}
Need to make the scout hide then teleport away when it is down to a certain % of health.
L.