using Server.Items; namespace Server.Mobiles { public class MinotaurScout : BaseCreature { [Constructible] public MinotaurScout() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) // NEED TO CHECK { Body = 281; SetStr(353, 375); SetDex(111, 130); SetInt(34, 50); SetHits(354, 383); 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, Unknown ); //SetSkill( SkillName.EvalInt, Unknown ); //SetSkill( SkillName.Magery, Unknown ); //SetSkill( SkillName.Poisoning, Unknown ); SetSkill(SkillName.Anatomy, 0); SetSkill(SkillName.MagicResist, 60.6, 67.5); SetSkill(SkillName.Tactics, 86.9, 103.6); SetSkill(SkillName.Wrestling, 85.6, 104.5); Fame = 5000; Karma = -5000; VirtualArmor = 28; // Don't know what it should be } public MinotaurScout(Serial serial) : base(serial) { } public override string CorpseName => "a minotaur corpse"; public override string DefaultName => "a minotaur scout"; 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(); } } }