using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a centaur corpse")] public class Centaur : BaseCreature { [Constructable] public Centaur() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("centaur"); Body = 101; BaseSoundID = 679; SetStr(202, 300); SetDex(104, 260); SetInt(91, 100); SetHits(130, 172); SetDamage(13, 24); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 35, 45); SetResistance(ResistanceType.Cold, 25, 35); SetResistance(ResistanceType.Poison, 45, 55); SetResistance(ResistanceType.Energy, 35, 45); SetSkill(SkillName.Anatomy, 95.1, 115.0); SetSkill(SkillName.Archery, 95.1, 100.0); SetSkill(SkillName.MagicResist, 50.3, 80.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.Wrestling, 95.1, 100.0); Fame = 6500; Karma = 0; VirtualArmor = 50; AddItem(new Bow()); PackItem(new Arrow(Utility.RandomMinMax(80, 90))); // OSI it is different: in a sub backpack, this is probably just a limitation of their engine } public Centaur(Serial serial) : base(serial) { } public override TribeType Tribe { get { return TribeType.Fey; } } public override OppositionGroup OppositionGroup { get { return OppositionGroup.FeyAndUndead; } } public override int Meat { get { return 1; } } public override int Hides { get { return 8; } } public override HideType HideType { get { return HideType.Spined; } } public override void GenerateLoot() { AddLoot(LootPack.Rich); AddLoot(LootPack.Average); AddLoot(LootPack.Gems); } 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(); } } }