using Server.Items; namespace Server.Mobiles { public class Saliva : Harpy { public override string CorpseName => "a Saliva corpse"; public override string DefaultName => "Saliva"; [Constructible] public Saliva() { // TODO: Not a paragon? No ML arties? // It moves like a paragon on OSI... Hue = 0x11E; SetStr( 110, 206 ); SetDex( 123, 222 ); SetInt( 80, 127 ); SetHits( 409, 842 ); SetDamage( 20, 22 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 46, 48 ); SetResistance( ResistanceType.Fire, 32, 40 ); SetResistance( ResistanceType.Cold, 34, 49 ); SetResistance( ResistanceType.Poison, 40, 48 ); SetResistance( ResistanceType.Energy, 35, 39 ); SetSkill( SkillName.Wrestling, 106.4, 128.8 ); SetSkill( SkillName.Tactics, 129.9, 141.0 ); SetSkill( SkillName.MagicResist, 84.3, 105.0 ); // TODO: Fame/Karma? } public override void GenerateLoot() { AddLoot( LootPack.UltraRich, 2 ); } public override void OnDeath( Container c ) { base.OnDeath( c ); c.DropItem( new SalivasFeather() ); // TODO: uncomment once added //if ( Utility.RandomDouble() < 0.1 ) // c.DropItem( new ParrotItem() ); } public Saliva( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }