using Server.Items; namespace Server.Mobiles { public class Saliva : Harpy { [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 Saliva(Serial serial) : base(serial) { } public override string CorpseName => "a Saliva corpse"; public override string DefaultName => "Saliva"; 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 override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }