using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a minotaur corpse")] public class Minotaur : BaseCreature { [Constructable] public Minotaur() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)// NEED TO CHECK { Name = "a minotaur"; Body = 263; SetStr(301, 340); SetDex(91, 110); SetInt(31, 50); SetHits(301, 340); SetDamage(11, 20); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 55, 65); SetResistance(ResistanceType.Fire, 25, 35); SetResistance(ResistanceType.Cold, 30, 40); SetResistance(ResistanceType.Poison, 30, 40); SetResistance(ResistanceType.Energy, 30, 40); SetSkill(SkillName.Meditation, 0); SetSkill(SkillName.EvalInt, 0); SetSkill(SkillName.Magery, 0); SetSkill(SkillName.Poisoning, 0); SetSkill(SkillName.Anatomy, 0); SetSkill(SkillName.MagicResist, 56.1, 64.0); SetSkill(SkillName.Tactics, 93.3, 97.8); SetSkill(SkillName.Wrestling, 90.4, 92.1); Fame = 5000; Karma = -5000; VirtualArmor = 28; // Don't know what it should be for (int i = 0; i < Utility.RandomMinMax(0, 1); i++) { PackItem(Loot.RandomScroll(0, Loot.ArcanistScrollTypes.Length, SpellbookType.Arcanist)); } SetWeaponAbility(WeaponAbility.ParalyzingBlow); } public Minotaur(Serial serial) : base(serial) { } public override int TreasureMapLevel { get { return 3; } } public override void GenerateLoot() { AddLoot(LootPack.Rich); // Need to verify } // Using Tormented Minotaur sounds - Need to veryfy public override int GetAngerSound() { return 0x597; } public override int GetIdleSound() { return 0x596; } public override int GetAttackSound() { return 0x599; } public override int GetHurtSound() { return 0x59a; } public override int GetDeathSound() { return 0x59c; } 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(); } } }