using System; using Server; using System.Collections; using Server.Items; using Server.Targeting; using Server.Misc; namespace Server.Mobiles { [CorpseName( "a dragon turtle corpse" )] public class DragonTurtle : BaseCreature { public override bool ReacquireOnMovement{ get{ return !Controlled; } } public override bool HasBreath{ get{ return true; } } // fire breath enabled [Constructable] public DragonTurtle () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a dragon turtle"; Body = 181; BaseSoundID = 0x2C0; CanSwim = true; SetStr( 867, 1045 ); SetDex( 86, 105 ); SetInt( 46, 70 ); SetHits( 576, 652 ); SetDamage( 22, 28 ); SetSkill( SkillName.MagicResist, 99.1, 100.0 ); SetSkill( SkillName.Tactics, 97.6, 100.0 ); SetSkill( SkillName.HandToHand, 90.1, 92.5 ); Fame = 16000; Karma = -16000; VirtualArmor = 60; } public override void GenerateLoot() { AddLoot( LootPack.Rich, 2 ); AddLoot( LootPack.FilthyRich, 1 ); AddLoot( LootPack.Gems, 3 ); } public override int Meat{ get{ return 10; } } public override MeatType MeatType{ get{ return MeatType.Fish; } } public override int Hides{ get{ return 12; } } public DragonTurtle( 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(); } } }