using System;
using Server.Items;
using Server.Mobiles;
namespace Server.Mobiles
{
[CorpseName( "a fan dancer corpse" )]
public class FanDancer : BaseCreature
{
[Constructable]
public FanDancer() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
//BaseSoundID = #x####;
Name = "Fan Dancer";
Body = 247;
SetStr( 315, 375 );
SetDex( 200, 255 );
SetInt( 20, 25 );
SetHits( 350, 420 );
SetMana( 20, 25 );
SetDamage( 24, 44 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 40, 60 );
SetResistance( ResistanceType.Fire, 50, 70 );
SetResistance( ResistanceType.Cold, 50, 70 );
SetResistance( ResistanceType.Poison, 50, 70 );
SetResistance( ResistanceType.Energy, 40, 60 );
SetSkill( SkillName.MagicResist, 100.0, 110.0 );
SetSkill( SkillName.Tactics, 100.0, 120.0 );
SetSkill( SkillName.Wrestling, 85.0, 95.0 );
SetSkill( SkillName.Anatomy, 85.0, 95.0 );
Fame = 300;
Karma = -300;
PackGem();
PackGem();
PackGold( 1000, 1300 );
PackMagicItems( 1, 5 );
// pack tessen items
//pack OrigamiPaper
//pack bonzai seed
}
public override bool BardImmune{ get{ return true; } }
public override int TreasureMapLevel{ get{ return 3; } }
public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }
public FanDancer( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
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