using Server.Items; namespace Server.Mobiles { public class MinotaurScout : BaseCreature { public override string CorpseName => "a minotaur corpse"; public override WeaponAbility GetWeaponAbility() => WeaponAbility.ParalyzingBlow; public override string DefaultName => "a minotaur scout"; [Constructible] public MinotaurScout() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) // NEED TO CHECK { Body = 281; SetStr( 353, 375 ); SetDex( 111, 130 ); SetInt( 34, 50 ); SetHits( 354, 383 ); SetDamage( 11, 20 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 55, 65 ); SetResistance( ResistanceType.Fire, 25, 35 ); SetResistance( ResistanceType.Cold, 30, 40 ); SetResistance( ResistanceType.Poison, 30, 40 ); SetResistance( ResistanceType.Energy, 30, 40 ); //SetSkill( SkillName.Meditation, Unknown ); //SetSkill( SkillName.EvalInt, Unknown ); //SetSkill( SkillName.Magery, Unknown ); //SetSkill( SkillName.Poisoning, Unknown ); SetSkill( SkillName.Anatomy, 0 ); SetSkill( SkillName.MagicResist, 60.6, 67.5 ); SetSkill( SkillName.Tactics, 86.9, 103.6 ); SetSkill( SkillName.Wrestling, 85.6, 104.5 ); Fame = 5000; Karma = -5000; VirtualArmor = 28; // Don't know what it should be } public override void GenerateLoot() { AddLoot( LootPack.Rich ); // Need to verify } // Using Tormented Minotaur sounds - Need to veryfy public override int GetAngerSound() { return 0x597; } public override int GetIdleSound() { return 0x596; } public override int GetAttackSound() { return 0x599; } public override int GetHurtSound() { return 0x59a; } public override int GetDeathSound() { return 0x59c; } public MinotaurScout( 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(); } } }