using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a water elemental corpse")] public class WaterElemental : BaseCreature { private Boolean m_HasDecanter = true; [CommandProperty(AccessLevel.GameMaster)] public Boolean HasDecanter { get { return m_HasDecanter; } set { m_HasDecanter = value; } } [Constructable] public WaterElemental() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Name = "a water elemental"; this.Body = 16; this.BaseSoundID = 278; this.SetStr(126, 155); this.SetDex(66, 85); this.SetInt(101, 125); this.SetHits(76, 93); this.SetDamage(7, 9); this.SetDamageType(ResistanceType.Physical, 100); this.SetResistance(ResistanceType.Physical, 35, 45); this.SetResistance(ResistanceType.Fire, 10, 25); this.SetResistance(ResistanceType.Cold, 10, 25); this.SetResistance(ResistanceType.Poison, 60, 70); this.SetResistance(ResistanceType.Energy, 5, 10); this.SetSkill(SkillName.EvalInt, 60.1, 75.0); this.SetSkill(SkillName.Magery, 60.1, 75.0); this.SetSkill(SkillName.MagicResist, 100.1, 115.0); this.SetSkill(SkillName.Tactics, 50.1, 70.0); this.SetSkill(SkillName.Wrestling, 50.1, 70.0); this.Fame = 4500; this.Karma = -4500; this.VirtualArmor = 40; this.ControlSlots = 3; this.CanSwim = true; this.PackItem(new BlackPearl(3)); } public WaterElemental(Serial serial) : base(serial) { } public override double DispelDifficulty { get { return 117.5; } } public override double DispelFocus { get { return 45.0; } } public override bool BleedImmune { get { return true; } } public override int TreasureMapLevel { get { return 2; } } public override void GenerateLoot() { this.AddLoot(LootPack.Average); this.AddLoot(LootPack.Meager); this.AddLoot(LootPack.Potions); } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)1); writer.Write(m_HasDecanter); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 0: break; case 1: m_HasDecanter = reader.ReadBool(); break; } } } }