You could use something like this:
[code:1]
using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "a mongbat corpse" )]
public class OSIGM : BaseCreature
{
[Constructable]
public OSIGM() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "an OSI GM";
Body = 987;
Hue = 0x8026;
BaseSoundID = 422;
SetStr( 6, 10 );
SetDex( 26, 38 );
SetInt( 6, 14 );
SetHits( 4, 6 );
SetMana( 0 );
SetDamage( 1, 2 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 5, 10 );
SetSkill( SkillName.MagicResist, 5.1, 14.0 );
SetSkill( SkillName.Tactics, 5.1, 10.0 );
SetSkill( SkillName.Wrestling, 5.1, 10.0 );
Fame = 150;
Karma = -150;
VirtualArmor = 10;
Tamable = true;
ControlSlots = 1;
MinTameSkill = -18.9;
PackGold( 1, 25 );
}
public override void OnMovement( Mobile from, Point3D oldLocation )
{
if ( Utility.InRange( Location, from.Location, 12 ) )
{
switch ( Utility.Random( 9 ))
{
case 0: this.Say( "I'm sorry I cannot help you with that." ); break;
case 1: this.Say( "I do not understand what you are asking." ); break;
case 2: this.Say( "Let me check the manual for the answer to your question." ); break;
case 3: this.Say( "Please be more descriptive." ); break;
case 4: break;
case 5: break;
case 6: break;
case 7: break;
case 8: break;
}
}
}
public override int Meat{ get{ return 1; } }
public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }
public OSIGM( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
[/code:1]