using Server.Items; namespace Server.Mobiles { public class Centaur : BaseCreature { public override string CorpseName => "a centaur corpse"; [Constructible] public Centaur() : base( AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4 ) { Name = NameList.RandomName( "centaur" ); Body = 101; BaseSoundID = 679; SetStr( 202, 300 ); SetDex( 104, 260 ); SetInt( 91, 100 ); SetHits( 130, 172 ); SetDamage( 13, 24 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 45, 55 ); SetResistance( ResistanceType.Fire, 35, 45 ); SetResistance( ResistanceType.Cold, 25, 35 ); SetResistance( ResistanceType.Poison, 45, 55 ); SetResistance( ResistanceType.Energy, 35, 45 ); SetSkill( SkillName.Anatomy, 95.1, 115.0 ); SetSkill( SkillName.Archery, 95.1, 100.0 ); SetSkill( SkillName.MagicResist, 50.3, 80.0 ); SetSkill( SkillName.Tactics, 90.1, 100.0 ); SetSkill( SkillName.Wrestling, 95.1, 100.0 ); Fame = 6500; Karma = 0; VirtualArmor = 50; AddItem( new Bow() ); PackItem( new Arrow( Utility.RandomMinMax( 80, 90 ) ) ); // OSI it is different: in a sub backpack, this is probably just a limitation of their engine } public override void GenerateLoot() { AddLoot( LootPack.Rich ); AddLoot( LootPack.Average ); AddLoot( LootPack.Gems ); } public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead; public override int Meat => 1; public override int Hides => 8; public override HideType HideType => HideType.Spined; public Centaur( 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(); if ( BaseSoundID == 678 ) BaseSoundID = 679; } } }