using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
using System.Collections;
namespace Server.Mobiles
{
[CorpseName( "a Cu Sidhe corpse" )]
public class CuSidhe : BaseMount
{
public override WeaponAbility GetWeaponAbility() { return WeaponAbility.BleedAttack; }
[Constructable]
public CuSidhe() : this( "a Cu Sidhe" )
{
}
[Constructable]
public CuSidhe( string name ) : base( name, 277, 0x3e91, AIType.AI_Melee, FightMode.Evil, 10, 1, 0.2, 0.4 )
{
BaseSoundID = 0xE5;
Hue = 0;
if (Utility.Random(12) == 1) Hue = Utility.RandomList(593, 2425, 2419, 2219, 2413, 2207, 2418, 2213, 1278, 26, 96, 900);
else if (Utility.Random(24) == 1) Hue = Utility.RandomList(1643, 2406);
else if (Utility.Random(50) == 1) Hue = Utility.RandomList(1150,1153);
else if (Utility.Random(75) == 1) Hue = Utility.RandomList(1161);
SetStr( 1200, 1225 );
SetDex( 150, 170 );
SetInt( 250, 285 );
SetHits( 1010, 1200 );
SetDamage( 21, 28 );
SetDamageType(ResistanceType.Physical, 0);
SetDamageType( ResistanceType.Energy, 50 );
SetDamageType( ResistanceType.Cold, 50 );
SetResistance( ResistanceType.Physical, 45, 65 );
SetResistance( ResistanceType.Fire, 27, 45 );
SetResistance( ResistanceType.Cold, 70, 85 );
SetResistance( ResistanceType.Poison, 30, 50 );
SetResistance( ResistanceType.Energy, 70, 85 );
SkillsCap=8000;
SetSkill( SkillName.MagicResist, 50, 100 );
SetSkill( SkillName.Tactics, 50, 100 );
SetSkill( SkillName.Wrestling, 60, 100 );
SetSkill( SkillName.Anatomy, 50, 100 );
SetSkill( SkillName.Healing, 60, 100 );
;SetSkill( SkillName.AnimalLore, 100 );
;SetSkill(SkillName.Veterinary, 100);
Fame = 10000;
Karma = -10000;
VirtualArmor = 75;
PackGold(1000, 1300);
PackItem(new Bandage(Utility.RandomMinMax(5, 15)));
Tamable = true;
ControlSlots = 4;
MinTameSkill = 101.1;
}
public override bool StatLossAfterTame{ get{ return true; } }
private void UseBandage(Mobile healtarget)
{
//check if beneficial target is pending
Target targ = this.Target;
if(targ!=null && ((targ.Flags & TargetFlags.Beneficial) != 0) && healtarget!=null)
{
if(InRange(healtarget,1))targ.Invoke( this, healtarget );
else
return;
}
//ensure we did not already recently double click a bandage, and just pending for heal
if(BandageContext.GetContext( this )!=null)return;
//we don't have a target, so we'll double click a bandage instead
Bandage band = new Bandage();
band.Delete();
band.OnDoubleClick(this);
}
public override void OnThink()
{
base.OnThink();
if((Hits<HitsMax || Poison!=null) && 0.5>Utility.RandomDouble() && !MortalStrike.IsWounded( this))UseBandage(this);
Mobile owner=null;
if(ControlMaster!=null)owner=ControlMaster;
else if(SummonMaster!=null)owner=SummonMaster;
if(owner!=null && owner.InRange(this,2) && !MortalStrike.IsWounded( owner))UseBandage(owner);
}
public override void OnDoubleClick( Mobile from )
{
if(from==null)return;
Item a = from.FindItemOnLayer(Layer.Shoes);
if (( a != null && a is PadsOfTheCuSidhe) || (from.Race==Race.Elf))base.OnDoubleClick(from);
else from.SendMessage("You must be elf or wear pads of the Cusidhe to mount this!");
}
public override void GenerateLoot()
{
AddLoot( LootPack.FilthyRich );
}
public override int GetIdleSound()
{
return 1399;
}
public override int GetDeathSound()
{
return 1397;
}
public override int GetAttackSound()
{
return 1398;
}
public override int GetHurtSound()
{
return 1401;
}
public override int GetAngerSound()
{
return 0x577;
}
public override int Meat{ get{ return 3; } }
public override int Hides{ get{ return 5; } }
public override HideType HideType{ get{ return HideType.Barbed; } }
public override FoodType FavoriteFood{ get{ return FoodType.Meat | FoodType.FruitsAndVegies; } }
public override int TreasureMapLevel { get { return 5; } }
public override bool IsMLCreature { get { return true;} }
public CuSidhe( Serial serial ) : base( serial )
{
}
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();
}
}
}