using Server.Items; namespace Server.Mobiles { [CorpseName("a human corpse")] public class Protector : BaseCreature { [Constructable] public Protector() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 401; Female = true; Hue = Race.Human.RandomSkinHue(); HairItemID = Race.Human.RandomHair(this); HairHue = Race.Human.RandomHairHue(); Name = "A Protector"; Title = "The Mystic Llamaherder"; SetStr(700, 800); SetDex(100, 150); SetInt(50, 75); SetHits(350, 450); SetDamage(6, 12); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 30, 40); SetResistance(ResistanceType.Fire, 20, 30); SetResistance(ResistanceType.Cold, 35, 40); SetResistance(ResistanceType.Poison, 30, 40); SetResistance(ResistanceType.Energy, 30, 40); SetSkill(SkillName.Wrestling, 70.0, 100.0); SetSkill(SkillName.Tactics, 80.0, 100.0); SetSkill(SkillName.MagicResist, 50.0, 70.0); SetSkill(SkillName.Anatomy, 70.0, 100.0); Fame = 10000; Karma = -10000; Item shroud = new Item(0x204E) { Layer = Layer.OuterTorso }; SetWearable(new ThighBoots(), Utility.Random(2)); SetWearable(shroud, Utility.Random(2)); } public Protector(Serial serial) : base(serial) { } public override bool AlwaysMurderer => true; public override bool PropertyTitle => false; public override bool ShowFameTitle => false; public override void GenerateLoot(bool spawning) { if (spawning) return; // No loot/backpack on spawn base.GenerateLoot(true); base.GenerateLoot(false); } public override void GenerateLoot() { AddLoot(LootPack.FilthyRich); } public override void OnDeath(Container c) { base.OnDeath(c); if (Utility.RandomDouble() < 0.4) c.DropItem(new ProtectorsEssence()); } 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(); } } }