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