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Old 01-22-2005, 08:11 PM   #1 (permalink)
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Join Date: Nov 2004
Age: 30
Posts: 62
Thumbs up New champion to spawn!

I would like to that daat99 for helping me finish up this script by helping me add the lootable check to the corpse.

thier should NOT be any errors because it works perfectly fine on my shard.


Description:
This is quite a simple script after daat99 showed me how to add the lootable check to the corpse. once i seen how its done.. i should have ralized how to do it. But, its a fast moving Bull, called Miasmic. The living mobile carries nothing but you can mod it to whatever you wish it to carry. once it is killed it carries a 500k check( amount can be modded as well). I got rid of the pile of gold appearing all over the floor, to reduce the lag on my shard. I hope you enjoy!


Installation :
Just drop it into your customs folder and start your shard server.



Code:
using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Engines.CannedEvil;

namespace Server.Mobiles
{
	public class Miasmic : BaseChampion
	{
		public override ChampionSkullType SkullType{ get{ return ChampionSkullType.Venom; } }

		[Constructable]
		public Miasmic() : base( AIType.AI_Melee )
		{
			Name = "The Miasmic";
			Hue = 2647;
			Body = Utility.RandomList( 0xE8, 0xE9 );
			BaseSoundID = 0x64;

			SetStr( 1100 );
			SetDex( 620 );
			SetInt( 350 );

			SetHits( 25000 );
			SetStam( 1000 );

			SetDamage( 31, 45 );

			SetDamageType( ResistanceType.Physical, 50 );
			SetDamageType( ResistanceType.Poison, 50 );

			SetResistance( ResistanceType.Physical, 75, 80 );
			SetResistance( ResistanceType.Fire, 60, 70 );
			SetResistance( ResistanceType.Cold, 60, 70 );
			SetResistance( ResistanceType.Poison, 100 );
			SetResistance( ResistanceType.Energy, 60, 70 );

			SetSkill( SkillName.MagicResist, 70.7, 140.0 );
			SetSkill( SkillName.Tactics, 97.6, 100.0 );
			SetSkill( SkillName.Wrestling, 97.6, 100.0 );

			Fame = 26000;
			Karma = -26000;
            
			VirtualArmor = 80;
					
		}

		public override bool OnBeforeDeath( )
		{
			BankCheck bankcheck = new BankCheck(500000);
                        bankcheck.LootType = LootType.Regular;
                        AddItem( bankcheck );


			switch ( Utility.Random( 13 )) 
			{
				case 0: PackItem( new RunicHammer( CraftResource.Iron, 10 ) ); break; // iron runic hamemr with 10 charges
				case 1: PackItem( new RunicHammer( CraftResource.DullCopper, 10 ) ); break;
				case 2: PackItem( new RunicHammer( CraftResource.ShadowIron, 10 ) ); break;
				case 3: PackItem( new RunicHammer( CraftResource.Copper, 10 ) ); break;
				case 4: PackItem( new RunicHammer( CraftResource.Bronze, 10 ) ); break;
				case 5: PackItem( new RunicHammer( CraftResource.Gold, 10 ) ); break;
				case 6: PackItem( new RunicHammer( CraftResource.Agapite, 10 ) ); break;
				case 7: PackItem( new RunicHammer( CraftResource.Verite, 10 ) ); break;
				case 8: PackItem( new RunicHammer( CraftResource.Valorite, 10 ) ); break;
				case 9: PackItem( new RunicSewingKit( CraftResource.RegularLeather, 10 ) ); break; // normal leather runic sewing kit with 10 charges
				case 10: PackItem( new RunicSewingKit( CraftResource.SpinedLeather, 10 ) ); break;
				case 11: PackItem( new RunicSewingKit( CraftResource.HornedLeather, 10 ) ); break;
				case 12: PackItem( new RunicSewingKit( CraftResource.BarbedLeather, 10 ) ); break;
			}
		
			return true;
		}

           	public override bool AlwaysMurderer{ get{ return true; } }

		public Miasmic( 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();
		}
	}
}
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