ModernUO/Projects/UOContent/Mobiles/Monsters/ML/Misc/Magic/GreaterDragon.cs

77 lines
2.6 KiB
C#

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;
}
}