using System; using Server.Items; using System.Collections; using Server.Targeting; using Server.Network; namespace Server.Mobiles { [CorpseName("a cow corpse")] public class TamingCow : BaseCreature { public override bool CanBeDamaged() { return false; } [Constructable] public TamingCow() : base(AIType.AI_Use_Default, FightMode.None, 10, 1, 0.2, 0.4) { Name = "a Taming Cow"; Body = 0xE7; Direction = Direction.South; LockDirection = true; SetStr(100); SetDex(100); SetInt(100); CantWalk = true; //Blessed = true; SetHits(10000); SetMana(0); SetDamage(0); SetDamageType(ResistanceType.Physical, 0); SetResistance(ResistanceType.Physical, 100); SetSkill(SkillName.MagicResist, 0); SetSkill(SkillName.Tactics, 0); SetSkill(SkillName.Wrestling, 0); Fame = 300; Karma = 0; VirtualArmor = 100; Tamable = true; } public override void OnHitsChange(int oldValue) { if (Hits != 10000) { Hits = 10000; } base.OnHitsChange(oldValue); } public override void OnThink() { base.OnThink(); this.Say("Just Thinking About Things...."); } public override void OnDoubleClick(Mobile from) { double min = (from.Skills.AnimalTaming.Base - 1.0); base.OnDoubleClick(from); //MinTameSkill = min; //from.SendM //from.SendMessage("You set the MinTameSkill to " + min); if (from.Skills.AnimalTaming.Base < 64.1) { return; } else { MinTameSkill = min; from.SendMessage("You set the MinTameSkill to " + min); } } public override void OnAfterTame(Mobile tamer) { base.OnAfterTame(tamer); this.Controlled = false; this.ControlMaster = null; this.ControlTarget = null; tamer.SendMessage("The Taming Cow releases itself."); if (tamer.Skills.AnimalTaming.Base < 120.0) { tamer.Skills.AnimalTaming.Base += 0.1; } else { tamer.SendMessage("You have no need to Train Animal Taming anymore."); } } public TamingCow(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(); if (version > 0) { } } } }