using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a soggy corpse" )] public class DrownedDead : BaseCreature { [Constructable] public DrownedDead() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a drowned dead"; Body = 3; BaseSoundID = 471; Hue = 2951; SetStr( 86, 90 ); SetDex( 81, 90 ); SetInt( 46, 50 ); SetHits( 88, 92 ); SetDamage( 11, 13 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 65, 80 ); SetResistance( ResistanceType.Cold, 80, 90 ); SetResistance( ResistanceType.Poison, 25, 40 ); SetResistance( ResistanceType.Fire, 25, 40 ); SetSkill( SkillName.MagicResist, 65.1, 70.0 ); SetSkill( SkillName.Tactics, 75.1, 80.0 ); SetSkill( SkillName.Wrestling, 65.1, 70.0 ); Fame = 2000; Karma = -2000; VirtualArmor = 18; switch ( Utility.Random( 10 )) { case 0: PackItem( new LeftArm() ); break; case 1: PackItem( new RightArm() ); break; case 2: PackItem( new Torso() ); break; case 3: PackItem( new Bone() ); break; case 4: PackItem( new RibCage() ); break; case 5: PackItem( new RibCage() ); break; case 6: PackItem( new BonePile() ); break; case 7: PackItem( new BonePile() ); break; case 8: PackItem( new BonePile() ); break; case 9: PackItem( new BonePile() ); break; } } public override void GenerateLoot() { AddLoot( LootPack.Rich ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Regular; } } public DrownedDead( Serial serial ) : base( serial ) { } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } 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(); } } }