using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a spiritual energy corpse" )] public class SpiritEnergy : BaseCreature { [Constructable] public SpiritEnergy() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a spirit energy"; Body = 58; Hue = 0x4001; BaseSoundID = 466; SetStr( 76, 100 ); SetDex( 76, 95 ); SetInt( 36, 60 ); SetHits( 46, 60 ); SetDamage( 7, 11 ); SetDamageType( ResistanceType.Physical, 50 ); SetDamageType( ResistanceType.Cold, 80 ); SetDamageType( ResistanceType.Energy, 80 ); SetResistance( ResistanceType.Physical, 25, 30 ); SetResistance( ResistanceType.Cold, 105, 125 ); SetResistance( ResistanceType.Poison, 10, 20 ); SetSkill( SkillName.EvalInt, 55.1, 70.0 ); SetSkill( SkillName.Magery, 55.1, 70.0 ); SetSkill( SkillName.MagicResist, 55.1, 70.0 ); SetSkill( SkillName.Tactics, 45.1, 60.0 ); SetSkill( SkillName.Wrestling, 45.1, 55.0 ); Fame = 4000; Karma = -4000; VirtualArmor = 28; PackReg( 10 ); } public override void GenerateLoot() { AddLoot( LootPack.Meager ); } public override bool BleedImmune{ get{ return true; } } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public SpiritEnergy( 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(); } } }