using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a shambling horror corpse" )] public class ShamblingHorror : BaseCreature { public override WeaponAbility GetWeaponAbility() { return WeaponAbility.DoubleStrike; } [Constructable] public ShamblingHorror() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a shambling horror"; Body = 309; BaseSoundID = 0x3E9; Hue = 34; SetStr( 96, 120 ); SetDex( 71, 95 ); SetInt( 16, 40 ); SetHits( 58, 74 ); SetDamage( 18, 24 ); SetDamageType( ResistanceType.Physical, 85 ); SetDamageType( ResistanceType.Cold, 15 ); SetResistance( ResistanceType.Physical, 55, 65 ); SetResistance( ResistanceType.Fire, 50, 60 ); SetResistance( ResistanceType.Cold, 70, 80 ); SetResistance( ResistanceType.Poison, 100 ); SetResistance( ResistanceType.Energy, 40, 50 ); SetSkill( SkillName.MagicResist, 70.1, 95.0 ); SetSkill( SkillName.Tactics, 55.1, 80.0 ); SetSkill( SkillName.Wrestling, 50.1, 70.0 ); Fame = 500; Karma = -500; VirtualArmor = 54; } public override void GenerateLoot() { AddLoot( LootPack.Meager ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public override int TreasureMapLevel{ get{ return 1; } } public ShamblingHorror( 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(); } } }