using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a zombie corpse" )] public class DecayingCorpse : BaseCreature { [Constructable] public DecayingCorpse() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.8 ) { Name = "a decaying corpse"; Body = 155; Hue = 1173; BaseSoundID = 471; SetStr( 346, 370 ); SetDex( 71, 90 ); SetInt( 26, 40 ); SetHits( 222, 250 ); SetDamage( 13, 23 ); SetDamageType( ResistanceType.Physical, 40 ); SetDamageType( ResistanceType.Cold, 60 ); SetResistance( ResistanceType.Physical, 45, 55 ); SetResistance( ResistanceType.Fire, 10, 20 ); SetResistance( ResistanceType.Cold, 50, 60 ); SetResistance( ResistanceType.Poison, 20, 30 ); SetResistance( ResistanceType.Energy, 20, 30 ); SetSkill( SkillName.MagicResist, 15.1, 40.0 ); SetSkill( SkillName.Tactics, 35.1, 50.0 ); SetSkill( SkillName.Wrestling, 35.1, 50.0 ); Fame = 4000; Karma = -4000; VirtualArmor = 50; PackItem( new Garlic( 5 ) ); PackItem( new Bandage( 10 ) ); if( 0.30 > Utility.RandomDouble() ) // 0.30 = 30% = chance to drop switch ( Utility.Random( 1 )) { case 0: PackItem( new Worm()); break; } } public override void GenerateLoot() { AddLoot( LootPack.Rich ); AddLoot( LootPack.Gems ); AddLoot( LootPack.Potions ); } public override Poison PoisonImmune{ get{ return Poison.Lesser; } } public DecayingCorpse( 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(); } } }