Official Gaunt Petition
Posted: Tue Oct 02, 2007 1:25 pm
Plus Valor has Cho. That's a BIG reason to stay
Archived topic from AOV, old topic ID:1359, old post ID:8472
Archived topic from AOV, old topic ID:1359, old post ID:8472
Formally anythingforums.com, iceteks.com, uovalor.com and uogateway.com Forums.
https://www.anyf.ca/
sliptongue69 wrote:I think that's really why she stays here. She loves being the only female for all the guys to drool over.
With how much has changed in the past couple months, anything you say has NO meaning.Nexus Graveheart wrote:As for the Doom arties. I see absolutely no problems with the system. As has been stated, you will be guaranteed an item within a period of time. (As opposed to Demise where you can play in there for days with no luck).
Regardless, the loot packs from Gauntlet bosses are very nice. Reco and I did a some runs a couple months back and we left with only one arty between the two of us because we had accumulated enough bad-ass gear to built an intense suit.
As I say anytime someone brings up arties/chances at an arty......enhancing FTW.
Possibly the lootpack types that are set on minotaurs.sliptongue69 wrote:Then why can I find some decent stuff on Minataurs when everything else I loot sucks hard core?
Seer Death wrote:Possibly the lootpack types that are set on minotaurs.sliptongue69 wrote:Then why can I find some decent stuff on Minataurs when everything else I loot sucks hard core?
Archived topic from AOV, old topic ID:1359, old post ID:8626Red Squirrel wrote:loot is overall but peerless, demitel and gaunt lootpacks have the biggest haul.[...]
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[Constructable]
public Minotaur() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.20, 0.24 )
{
Name = "a Minotaur";
Body = 263;
BaseSoundID = 1017;
SetStr( 301, 322 );
SetDex( 94, 108 );
SetInt( 35, 49 );
SetHits( 302, 350 );
SetDamage( 26, 50 );
SetDamageType( ResistanceType.Physical, 100 );
//default resists
SetResistance( ResistanceType.Physical, 55, 65 );
SetResistance( ResistanceType.Fire, 25, 33 );
SetResistance( ResistanceType.Cold, 32, 40 );
SetResistance( ResistanceType.Poison, 31, 39 );
SetResistance( ResistanceType.Energy, 30, 40 );
//default skills
SetSkill( SkillName.MagicResist, 55.2, 65.0 );
SetSkill( SkillName.Tactics, 80.2, 95.2 );
SetSkill( SkillName.Wrestling, 83.2, 110.2 );
SetSkill( SkillName.DetectHidden, 140.0, 160.0 );
Fame = 9000;
Karma = -9000;
VirtualArmor = 18;
}
public override void GenerateLoot()
{
AddLoot( LootPack.Rich,4 );
}
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[Constructable]
public DreadHorn() : base( AIType.AI_Super, FightMode.Closest, 18, 1, 0.2, 0.4 )
{
Name = "Dread Horn";
Body = 257;
BaseSoundID = 0xA8;
SetStr( 1281, 1305 );
SetDex( 591, 815 );
SetInt( 1226, 1250 );
SetHits( 50000, 50000 );
SetStam( 636, 945 );
SetDamage( 15, 15 );
SetDamageType( ResistanceType.Physical, 40 );
SetDamageType( ResistanceType.Poison, 60 );
SetResistance( ResistanceType.Physical, 40, 53 );
SetResistance( ResistanceType.Fire, 50, 63 );
SetResistance( ResistanceType.Cold, 50, 62 );
SetResistance( ResistanceType.Poison, 67, 73 );
SetResistance( ResistanceType.Energy, 60, 73 );
SetSkill( SkillName.EvalInt, 100.0, 110.0 );
SetSkill( SkillName.Poisoning, 115.0, 120.0);
SetSkill( SkillName.Magery, 80.0, 98.0 );
SetSkill( SkillName.Spellweaving, 115.0, 120.0 );
SetSkill( SkillName.MagicResist, 110.0, 120.0 );
SetSkill( SkillName.Tactics, 90.0, 110.0 );
SetSkill( SkillName.Wrestling, 90.0, 115.5 );
Fame = 13000;
Karma = -13000;
VirtualArmor = 75;
m_Timer = new TeleportTimer( this );
m_Timer.Start();
}
public override bool OnBeforeDeath()
{
for ( int j = 0; j < 6; j++ )
{
PackItem(RandomMResources.Generate());
}
for (int i = 0; i < Utility.RandomMinMax(1, 2); i++)
{
PackItem( new PetParrotStatue (Utility.RandomList(41, 495, 567, 48, 131, 75, 1001, 1169, 1155, 1164, 1160, 1162, 2210, 1324, 1157, 1364, 1156, 2101))); //Common hues/reward
}
if (0.2 >= Utility.RandomDouble())
PackItem( new PetParrotStatue (Utility.RandomList(1281, 1158, 1266, 1150, 1167, 1109, 33, 1420, 1644, 1359))); //Uncommon
else if (0.05 >= Utility.RandomDouble())
PackItem( new PetParrotStatue (Utility.RandomList(1166, 1165, 1172, 1168, 1175, 1152, 1161, 1151, 1154, 1153, 0)));//Rare reward hues
switch ( Utility.Random( 75 ))
{
case 0: PackItem( new CrimsonCinture() ); break;
case 12: PackItem( new DreadsFlute() ); break;
}
switch ( Utility.Random( 5 ))
{
case 0: PackItem( new DreadMushroom() ); break;
case 1: PackItem( new DreadMushroom2() ); break;
}
switch ( Utility.Random( 8 ))
{
case 2: PackItem( new DreadMushroom3 () ); break;
case 3: PackItem( new DreadMushroom4 () ); break;
}
switch ( Utility.Random( 40 ))
{
case 0: PackItem( new MangledDreadHorn() ); break;
case 1: PackItem( new MangledDreadHorn() ); break;
case 2: PackItem( new MangledDreadHorn() ); break;
case 3: PackItem( new MangledDreadHorn() ); break;
case 4: PackItem( new MangledDreadHorn() ); break;
case 5: PackItem( new MangledDreadHorn() ); break;
case 6: PackItem( new MangledDreadHorn() ); break;
case 7: PackItem( new MangledDreadHorn() ); break;
case 8: PackItem( new MangledDreadHorn() ); break;
case 9: PackItem( new MangledDreadHorn() ); break;
case 10: PackItem( new MangledDreadHorn() ); break;
case 11: PackItem( new MangledDreadHorn() ); break;
case 12: PackItem( new MangledDreadHorn() ); break;
case 13: PackItem( new MangledDreadHorn() ); break;
case 14: PackItem( new MangledDreadHorn() ); break;
case 15: PackItem( new MangledDreadHorn() ); break;
case 16: PackItem( new HornOfDreadhorn () ); break;
case 17: PackItem( new HornOfDreadhorn () ); break;
case 18: PackItem( new HornOfDreadhorn () ); break;
case 19: PackItem( new HornOfDreadhorn () ); break;
case 20: PackItem( new HornOfDreadhorn () ); break;
case 21: PackItem( new HornOfDreadhorn () ); break;
case 22: PackItem( new HornOfDreadhorn () ); break;
case 23: PackItem( new HornOfDreadhorn2 () ); break;
case 24: PackItem( new HornOfDreadhorn2 () ); break;
case 25: PackItem( new HornOfDreadhorn2 () ); break;
case 26: PackItem( new HornOfDreadhorn2 () ); break;
case 27: PackItem( new HornOfDreadhorn2 () ); break;
case 28: PackItem( new HornOfDreadhorn2 () ); break;
case 29: PackItem( new HornOfDreadhorn2 () ); break;
case 30: PackItem( new PristineDreadHorn() ); break;
case 31: PackItem( new PristineDreadHorn() ); break;
case 32: PackItem( new PristineDreadHorn() ); break;
}
switch ( Utility.Random( 7 ))
{
case 3: PackItem( new DreadHornHeart () ); break;
}
switch ( Utility.Random( 40 ))
{
case 10: PackItem( new DreadRevenge () ); break;
}
switch ( Utility.Random( 32 ))
{
case 0: PackItem( new PlateOfHonorArms() ); break;
case 1: PackItem( new PlateOfHonorChest() ); break;
case 2: PackItem( new PlateOfHonorGloves () ); break;
case 3: PackItem( new PlateOfHonorGorget () ); break;
case 4: PackItem( new PlateOfHonorHelm () ); break;
case 5: PackItem( new PlateOfHonorLegs () ); break;
case 6: PackItem( new AcolyteArms() ); break;
case 7: PackItem( new AcolyteChest() ); break;
case 8: PackItem( new AcolyteGloves () ); break;
case 9: PackItem( new AcolyteLegs () ); break;
case 10: PackItem( new EvocaricusSword() ); break;
case 11: PackItem( new MalekisHonor() ); break;
case 12: PackItem( new GrizzleArms() ); break;
case 13: PackItem( new GrizzleChest() ); break;
case 14: PackItem( new GrizzleGloves () ); break;
case 15: PackItem( new GrizzleHelm () ); break;
case 16: PackItem( new PlateOfHonorLegs () ); break;
case 17: PackItem( new MageArmorArms() ); break;
case 18: PackItem( new MageArmorChest() ); break;
case 19: PackItem( new MageArmorGloves () ); break;
case 20: PackItem( new MageArmorLegs () ); break;
case 21: PackItem( new MyrmidonArms() ); break;
case 22: PackItem( new MyrmidonChest() ); break;
case 23: PackItem( new MyrmidonGloves () ); break;
case 24: PackItem( new MyrmidonGorget () ); break;
case 25: PackItem( new MyrmidonHelm () ); break;
case 26: PackItem( new MyrmidonLegs () ); break;
case 27: PackItem( new DeathEssenceArms() ); break;
case 28: PackItem( new DeathEssenceChest() ); break;
case 29: PackItem( new DeathEssenceGloves () ); break;
case 30: PackItem( new DeathEssenceHelm () ); break;
case 31: PackItem( new DeathEssenceLegs () ); break;
}
for ( int k = 0; k < Utility.RandomMinMax( 1, 3 ); k++ )
{
PackItem(new RandomTalisman());
}
if (0.8 >= Utility.RandomDouble()) PackItem( new DreadHornMane(1) );
if (Map == Map.Felucca)
amount = 12;
else
amount = 8;
for (int n = 0; n < amount; n++)
{
switch (Utility.RandomMinMax(0, 5 ))
{
case 0: PackItem( new Taint(1));break;
case 1: PackItem( new Muculent(1));break;
case 2: PackItem( new Corruption(1));break;
case 3: PackItem( new Blight (1));break;
case 4: PackItem( new Scourge(1));break;
case 5: PackItem( new Putrefaction(1));break;
}
}
for(int i=Utility.Random(4);i>0;i--) PackItem(RandomRecipe.Peerless());
return base.OnBeforeDeath();
}
public override void GenerateLoot()
{
AddLoot( LootPack.AosUltraRich, 2 );
AddLoot( LootPack.AosSuperBoss, 2);
AddLoot( LootPack.FilthyRich, 3 );
}
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public override bool OnBeforeDeath()
{
GiveArtifact(artys);
return base.OnBeforeDeath();
}
[Constructable]
public CrystalDaemon() : base( AIType.AI_Super, FightMode.Closest, 0.2, 0.4 )
{
Name = "a crystal daemon";
Body = 308;
Hue = 1195;
BaseSoundID = 268;
SetStr( 2000 );
SetDex( 126, 145 );
SetInt( 1000, 1000 );
SetHits( 40000 );
SetDamage( 48 );
SetDamageType( ResistanceType.Physical, 50 );
SetDamageType( ResistanceType.Cold, 25 );
SetDamageType( ResistanceType.Energy, 25 );
SetResistance( ResistanceType.Physical, 15, 30 );
SetResistance( ResistanceType.Fire, 10, 50 );
SetResistance( ResistanceType.Cold, 100, 100 );
SetResistance( ResistanceType.Poison, 50, 60 );
SetResistance( ResistanceType.Energy, 100, 100 );
SetSkill( SkillName.MagicResist, 250.0, 250.0 );
SetSkill( SkillName.Tactics, 80.0, 100.0 );
SetSkill( SkillName.Wrestling, 120.0, 120.0 );
SetSkill(SkillName.Magery,1,10);
Fame = 22500;
Karma = -22500;
VirtualArmor = 38;
}
public override void GenerateLoot()
{
AddLoot( LootPack.SuperBoss, 4 );
AddLoot( LootPack.Gems, 4 );
}