using ModernUO.Serialization; using Server.Items; namespace Server.Mobiles { [SerializationGenerator(0, false)] public partial class Centaur : BaseCreature { [Constructible] public Centaur() : base(AIType.AI_Melee, FightMode.Aggressor) { 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 string CorpseName => "a centaur corpse"; public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead; public override int Meat => 1; public override int Hides => 8; public override HideType HideType => HideType.Spined; public override void GenerateLoot() { AddLoot(LootPack.Rich); AddLoot(LootPack.Average); AddLoot(LootPack.Gems); } } }