using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a patchwork skeletal corpse")] public class PatchworkSkeleton : BaseCreature { [Constructable] public PatchworkSkeleton() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "a patchwork skeleton"; Body = 309; BaseSoundID = 0x48D; SetStr(96, 120); SetDex(71, 95); SetInt(16, 40); SetHits(58, 72); SetDamage(18, 22); 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; SetWeaponAbility(WeaponAbility.Dismount); } public PatchworkSkeleton(Serial serial) : base(serial) { } public override bool BleedImmune { get { return true; } } public override Poison PoisonImmune { get { return Poison.Lethal; } } public override int TreasureMapLevel { get { return 1; } } public override void GenerateLoot() { AddLoot(LootPack.Meager); } 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(); } } }