using ModernUO.Serialization; using Server.Items; namespace Server.Mobiles { [SerializationGenerator(0, false)] public partial class GreaterDragon : BaseCreature { [Constructible] public GreaterDragon() : base(AIType.AI_Mage) { Body = Utility.RandomList(12, 59); BaseSoundID = 362; SetStr(1025, 1425); SetDex(81, 148); SetInt(475, 675); SetHits(1000, 2000); SetStam(120, 135); SetDamage(24, 33); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 60, 85); SetResistance(ResistanceType.Fire, 65, 90); SetResistance(ResistanceType.Cold, 40, 55); SetResistance(ResistanceType.Poison, 40, 60); SetResistance(ResistanceType.Energy, 50, 75); SetSkill(SkillName.Meditation, 0); SetSkill(SkillName.EvalInt, 110.0, 140.0); SetSkill(SkillName.Magery, 110.0, 140.0); SetSkill(SkillName.Poisoning, 0); SetSkill(SkillName.Anatomy, 0); SetSkill(SkillName.MagicResist, 110.0, 140.0); SetSkill(SkillName.Tactics, 110.0, 140.0); SetSkill(SkillName.Wrestling, 115.0, 145.0); Fame = 22000; Karma = -15000; VirtualArmor = 60; Tamable = true; ControlSlots = 5; MinTameSkill = 104.7; } public override string CorpseName => "a dragon corpse"; public override bool StatLossAfterTame => true; public override string DefaultName => "a greater dragon"; public override bool ReacquireOnMovement => !Controlled; public override bool AutoDispel => !Controlled; public override int TreasureMapLevel => 5; public override int Meat => 19; public override int Hides => 30; public override HideType HideType => HideType.Barbed; public override int Scales => 7; public override ScaleType ScaleType => Body == 12 ? ScaleType.Yellow : ScaleType.Red; public override FoodType FavoriteFood => FoodType.Meat; public override bool CanAngerOnTame => true; public override bool CanFly => true; private static MonsterAbility[] _abilities = { MonsterAbilities.FireBreath }; public override MonsterAbility[] GetMonsterAbilities() => _abilities; public override void GenerateLoot() { AddLoot(LootPack.FilthyRich, 4); AddLoot(LootPack.Gems, 8); } public override WeaponAbility GetWeaponAbility() => WeaponAbility.BleedAttack; } }