using System; using Server; using Server.Items; using System.Collections; namespace Server.Mobiles { [CorpseName( "a cute fluffy bunny corpse" )] public class CuteFluffyBunny : BaseCreature { public override bool IsScaryToPets{ get{ return true; } } [Constructable] public CuteFluffyBunny() : base( AIType.AI_Animal, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a cute fluffy bunny"; Body = 205; Hue = 2264; SetStr( 740, 1825 ); SetDex( 186, 305 ); SetInt( 436, 675 ); SetHits( 660, 1295 ); SetDamage( 16, 52 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 50, 165 ); SetResistance( ResistanceType.Fire, 40, 160 ); SetResistance( ResistanceType.Cold, 30, 140 ); SetResistance( ResistanceType.Poison, 85, 205 ); SetResistance( ResistanceType.Energy, 35, 145 ); SetSkill( SkillName.EvalInt, 130.1, 140.0 ); SetSkill( SkillName.Magery, 140.1, 170.0 ); SetSkill( SkillName.MagicResist, 130.1, 150.0 ); SetSkill( SkillName.Tactics, 140.0, 150.0 ); SetSkill( SkillName.Wrestling, 140.1, 255.5 ); Fame = 10000; Karma = -10000; VirtualArmor = 69; Tamable = false; ControlSlots = 7; MinTameSkill = 218.9; } public override void GenerateLoot() { AddLoot( LootPack.UltraRich ); AddLoot( LootPack.MedScrolls, 2 ); AddLoot( LootPack.Gems, 5 ); if (Utility.Random(5) == 2) //Select random number between 0-4 and if it's 2 continue { switch ( Utility.Random( 6 )) //select random number between 0-46 { case 0: AddToBackpack( new CuteFluffyBunnyShroud() ); break; case 1: AddToBackpack( new CuteFluffyBunnyFeet() ); break; case 2: AddToBackpack( new RingOfTheCuteFluffyBunny() ); break; case 3: AddToBackpack( new CuteFluffyBunnyDagger() ); break; case 4: AddToBackpack( new CuteFluffyBunnyEarrings() ); break; case 5: AddToBackpack( new Carrot() ); break; // case 6: AddToBackpack( new ITEMHERE() ); break; // case 7: AddToBackpack( new ITEMHERE() ); break; // case 8: AddToBackpack( new ITEMHERE() ); break; } SendMessage( "You got a goodie...."); } } public override bool CanRummageCorpses{ get{ return true; } } public override bool BardImmune{ get{ return true; } } public override bool Unprovokable{ get{ return true; } } public override bool Uncalmable{ get{ return true; } } public override bool AlwaysMurderer{ get{ return true; } } public override int Meat{ get{ return 5; } } public override int Hides{ get{ return 5; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public override Poison HitPoison{ get{ return Poison.Greater; } } public override bool HasBreath{ get{ return true; } } // fire breath enabled public override bool AutoDispel{ get{ return true; } } public override FoodType FavoriteFood{ get{ return FoodType.FruitsAndVegies; } } //it likes noobs better public CuteFluffyBunny(Serial serial) : base(serial) { } public override int GetAttackSound() { return 0xC9; } public override int GetHurtSound() { return 0xCA; } public override int GetDeathSound() { return 0xCB; } 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(); } } }