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Old 05-20-2004, 07:37 AM   #4 (permalink)
Lorryn
 
Join Date: Mar 2004
Age: 38
Posts: 254
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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.
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