using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a slaughtered corpse" )] public class Slaughtered : BaseCreature { [Constructable] public Slaughtered() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "the slaughtered"; Hue = 1143; BaseSoundID = 0x482; switch ( Utility.Random( 2 ) ) { case 0: // zombie Body = 3; break; case 1: // ghoul Body = 153; break; } SetStr( 46, 60 ); SetDex( 42, 60 ); SetInt( 26, 40 ); SetHits( 82, 84 ); SetDamage( 12, 14 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 65, 70 ); SetResistance( ResistanceType.Cold, 60, 80 ); SetResistance( ResistanceType.Poison, 12, 22 ); SetSkill( SkillName.MagicResist, 18.1, 40.0 ); SetSkill( SkillName.Tactics, 58.1, 60.0 ); SetSkill( SkillName.Wrestling, 68.1, 80.0 ); Fame = 1600; Karma = -1600; VirtualArmor = 28; 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 Slaughtered( 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(); } } }