using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a lion corpse")] public class Lion : BaseCreature { public override double HealChance { get { return .167; } } [Constructable] public Lion() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Lion"; Body = 0x592; Female = true; BaseSoundID = 0x3EF; SetStr(710, 720); SetDex(200, 220); SetInt(120, 140); SetHits(350, 370); SetDamage(16, 22); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 40, 50); SetResistance(ResistanceType.Fire, 35, 45); SetResistance(ResistanceType.Cold, 30, 40); SetResistance(ResistanceType.Poison, 30, 40); SetResistance(ResistanceType.Energy, 20, 40); SetSkill(SkillName.Parry, 90.0, 100.0); SetSkill(SkillName.Tactics, 100.0, 110.0); SetSkill(SkillName.Wrestling, 100.0, 110.0); SetSkill(SkillName.DetectHidden, 80.0); Fame = 11000; Karma = -11000; Tamable = true; ControlSlots = 2; MinTameSkill = 96.0; SetMagicalAbility(MagicalAbility.Piercing); } public override int GetIdleSound() { return 0x673; } public override int GetAngerSound() { return 0x670; } public override int GetHurtSound() { return 0x672; } public override int GetDeathSound() { return 0x671; } public override double WeaponAbilityChance { get { return 0.5; } } public override int Hides { get { return 11; } } public override HideType HideType { get { return HideType.Regular; } } public override int Meat { get { return 5; } } public override FoodType FavoriteFood { get { return FoodType.Meat; } } public override void GenerateLoot() { AddLoot(LootPack.Rich, 1); } public override bool CanAngerOnTame { get { return true; } } public override bool StatLossAfterTame { get { return true; } } public Lion(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)1); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); if (version == 0) { SetWeaponAbility(WeaponAbility.ArmorIgnore); SetWeaponAbility(WeaponAbility.BleedAttack); SetWeaponAbility(WeaponAbility.ParalyzingBlow); } } } }