using Server.Items; namespace Server.Mobiles { public class Minotaur : BaseCreature { [Constructible] public Minotaur() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) // NEED TO CHECK { Body = 263; SetStr(301, 340); SetDex(91, 110); SetInt(31, 50); SetHits(301, 340); 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, 0); SetSkill(SkillName.EvalInt, 0); SetSkill(SkillName.Magery, 0); SetSkill(SkillName.Poisoning, 0); SetSkill(SkillName.Anatomy, 0); SetSkill(SkillName.MagicResist, 56.1, 64.0); SetSkill(SkillName.Tactics, 93.3, 97.8); SetSkill(SkillName.Wrestling, 90.4, 92.1); Fame = 5000; Karma = -5000; VirtualArmor = 28; // Don't know what it should be } public Minotaur(Serial serial) : base(serial) { } public override string CorpseName => "a minotaur corpse"; public override string DefaultName => "a minotaur"; public override WeaponAbility GetWeaponAbility() { return WeaponAbility.ParalyzingBlow; } 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 override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }