using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a night terror corpse")] public class NightTerror : BaseCreature { [Constructable] public NightTerror() : base(AIType.AI_NecroMage, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Name = "Night Terror"; this.Body = 0x30c; this.Hue = 2963; this.SetStr(385, 467); this.SetDex(40, 70); this.SetInt(600, 800); this.SetHits(50000); this.SetDamage(10, 23); this.SetDamageType(ResistanceType.Physical, 20); this.SetDamageType(ResistanceType.Fire, 20); this.SetDamageType(ResistanceType.Cold, 20); this.SetDamageType(ResistanceType.Poison, 20); this.SetDamageType(ResistanceType.Energy, 20); this.SetResistance(ResistanceType.Physical, 60, 70); this.SetResistance(ResistanceType.Fire, 100); this.SetResistance(ResistanceType.Cold, 80, 90); this.SetResistance(ResistanceType.Poison, 100); this.SetResistance(ResistanceType.Energy, 70, 80); this.SetSkill(SkillName.MagicResist, 90.0, 100.0); this.SetSkill(SkillName.Tactics, 120.0); this.SetSkill(SkillName.Wrestling, 110.0); this.SetSkill(SkillName.Poisoning, 120.0); this.SetSkill(SkillName.DetectHidden, 120.0); this.SetSkill(SkillName.Parry, 60.0, 70.0); this.SetSkill(SkillName.Magery, 100.0); this.SetSkill(SkillName.EvalInt, 110.0); this.SetSkill(SkillName.Necromancy, 120.0); this.SetSkill(SkillName.SpiritSpeak, 120.0); this.Fame = 8000; this.Karma = -8000; this.VirtualArmor = 54; } public NightTerror(Serial serial) : base(serial) { } public override int TreasureMapLevel { get { return 4; } } public override Poison PoisonImmune { get { return Poison.Lethal; } } public override Poison HitPoison { get { return Poison.Lethal; } } public override double HitPoisonChance { get { return 0.75; } } public override void GenerateLoot() { this.AddLoot(LootPack.FilthyRich, 3); } 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(); } } }