using System; using Server.Items; namespace Server.Mobiles { public class FireSteed : BaseMount { public override string CorpseName => "a fire steed corpse"; [Constructible] public FireSteed() : this( "a fire steed" ) { } [Constructible] public FireSteed( string name ) : base( name, 0xBE, 0x3E9E, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { BaseSoundID = 0xA8; SetStr( 376, 400 ); SetDex( 91, 120 ); SetInt( 291, 300 ); SetHits( 226, 240 ); SetDamage( 11, 30 ); SetDamageType( ResistanceType.Physical, 20 ); SetDamageType( ResistanceType.Fire, 80 ); SetResistance( ResistanceType.Physical, 30, 40 ); SetResistance( ResistanceType.Fire, 70, 80 ); SetResistance( ResistanceType.Cold, 20, 30 ); SetResistance( ResistanceType.Poison, 30, 40 ); SetResistance( ResistanceType.Energy, 30, 40 ); SetSkill( SkillName.MagicResist, 100.0, 120.0 ); SetSkill( SkillName.Tactics, 100.0 ); SetSkill( SkillName.Wrestling, 100.0 ); Fame = 20000; Karma = -20000; Tamable = true; ControlSlots = 2; MinTameSkill = 106.0; } public override void GenerateLoot() { PackItem( new SulfurousAsh( Utility.RandomMinMax( 151, 300 ) ) ); PackItem( new Ruby( Utility.RandomMinMax( 16, 30 ) ) ); } public override bool HasBreath => true; // fire breath enabled public override FoodType FavoriteFood => FoodType.Meat; public override PackInstinct PackInstinct => PackInstinct.Daemon | PackInstinct.Equine; public FireSteed( 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 ( BaseSoundID <= 0 ) BaseSoundID = 0xA8; if ( version < 1 ) { for ( int i = 0; i < Skills.Length; ++i ) { Skills[i].Cap = Math.Max( 100.0, Skills[i].Cap * 0.9 ); if ( Skills[i].Base > Skills[i].Cap ) { Skills[i].Base = Skills[i].Cap; } } } } } }