using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a skeletal corpse")] public class BoneMagi : BaseCreature { [Constructable] public BoneMagi() : base(AIType.AI_NecroMage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "a bone mage"; Body = 148; BaseSoundID = 451; SetStr(76, 100); SetDex(56, 75); SetInt(186, 210); SetHits(46, 60); SetDamage(3, 7); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 35, 40); SetResistance(ResistanceType.Fire, 20, 30); SetResistance(ResistanceType.Cold, 50, 60); SetResistance(ResistanceType.Poison, 20, 30); SetResistance(ResistanceType.Energy, 30, 40); SetSkill(SkillName.EvalInt, 60.1, 70.0); SetSkill(SkillName.Magery, 60.1, 70.0); SetSkill(SkillName.MagicResist, 55.1, 70.0); SetSkill(SkillName.Tactics, 45.1, 60.0); SetSkill(SkillName.Wrestling, 45.1, 55.0); SetSkill(SkillName.Necromancy, 89, 99.1); SetSkill(SkillName.SpiritSpeak, 90.0, 99.0); Fame = 3000; Karma = -3000; VirtualArmor = 38; PackReg(3); PackNecroReg(3, 10); PackItem(new Bone()); } public BoneMagi(Serial serial) : base(serial) { } public override bool BleedImmune { get { return true; } } public override OppositionGroup OppositionGroup { get { return OppositionGroup.FeyAndUndead; } } public override Poison PoisonImmune { get { return Poison.Regular; } } public override TribeType Tribe { get { return TribeType.Undead; } } public override void GenerateLoot() { AddLoot(LootPack.Average); AddLoot(LootPack.LowScrolls); AddLoot(LootPack.Potions); } 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(); } } }