using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a frankenstein corpse" )] public class Frankenstein : BaseCreature { [Constructable] public Frankenstein() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a frankenstein"; Body = 1; BaseSoundID = 461; Hue = 2953; SetStr( 128, 140 ); SetDex( 111, 120 ); SetInt( 46, 60 ); SetHits( 148, 162 ); SetDamage( 25, 37 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 85, 90 ); SetResistance( ResistanceType.Cold, 80, 90 ); SetResistance( ResistanceType.Poison, 85, 90 ); SetSkill( SkillName.MagicResist, 85.1, 90.0 ); SetSkill( SkillName.Tactics, 75.1, 80.0 ); SetSkill( SkillName.Wrestling, 95.1, 100.0 ); Fame = 8000; Karma = -8000; 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 Frankenstein( 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(); } } }