using System; using System.Collections; using Server; using Server.Items; using Server.Mobiles; namespace Server.ACC.CSS.Systems.Druid { [CorpseName( "a dark wolf corpse" )] public class EagleFamiliar : BaseFamiliar { public EagleFamiliar() { Name = "a spirit eagle"; Name = "an eagle"; Body = 5; BaseSoundID = 0x2EE; Hue = 2213; SetStr( 100 ); SetDex( 90 ); SetInt( 90 ); SetHits( 60 ); SetStam( 90 ); SetMana( 0 ); SetDamage( 5, 10 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 40, 50 ); SetResistance( ResistanceType.Fire, 25, 40 ); SetResistance( ResistanceType.Cold, 25, 40 ); SetResistance( ResistanceType.Poison, 25, 40 ); SetResistance( ResistanceType.Energy, 25, 40 ); SetSkill( SkillName.Wrestling, 85.1, 90.0 ); SetSkill( SkillName.Tactics, 50.0 ); ControlSlots = 1; } private DateTime m_NextRestore; public override void OnThink() { base.OnThink(); if ( DateTime.Now < m_NextRestore ) return; m_NextRestore = DateTime.Now + TimeSpan.FromSeconds( 2.0 ); Mobile caster = ControlMaster; if ( caster == null ) caster = SummonMaster; if ( caster != null ) ++caster.Stam; } public EagleFamiliar( 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(); } } }