using System; namespace Server.Mobiles { [CorpseName("the remains of Tempest")] public class Tempest : BaseCreature { [Constructable] public Tempest() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Name = "Tempest"; this.Body = 13; this.Hue = 1175; this.BaseSoundID = 263; this.SetStr(116, 135); this.SetDex(166, 185); this.SetInt(101, 125); this.SetHits(602); this.SetDamage(18, 20); // Erica's this.SetDamageType(ResistanceType.Energy, 80); this.SetDamageType(ResistanceType.Cold, 20); this.SetResistance(ResistanceType.Physical, 46); this.SetResistance(ResistanceType.Fire, 39); this.SetResistance(ResistanceType.Cold, 33); this.SetResistance(ResistanceType.Poison, 36); this.SetResistance(ResistanceType.Energy, 58); this.SetSkill(SkillName.EvalInt, 99.6); this.SetSkill(SkillName.Magery, 101.0); this.SetSkill(SkillName.MagicResist, 104.6); this.SetSkill(SkillName.Tactics, 111.8); this.SetSkill(SkillName.Wrestling, 116.0); this.Fame = 4500; this.Karma = -4500; this.VirtualArmor = 40; this.ControlSlots = 2; } public override bool GivesMLMinorArtifact { get { return true; } } public Tempest(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.LowScrolls); this.AddLoot(LootPack.MedScrolls); } 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(); } } }