using System; using Server.Items; namespace Server.Mobiles { [CorpseName( "an engrudging cesspool corpse" )] public class EngrudgingCesspool : BaseCreature { [Constructable] public EngrudgingCesspool() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "an engrudging cesspool"; Body = 163; BaseSoundID = 263; Hue = 2952; SetStr( 226, 255 ); SetDex( 126, 135 ); SetInt( 71, 95 ); SetHits( 496, 513 ); SetDamage( 14, 18 ); SetDamageType( ResistanceType.Physical, 20 ); SetDamageType( ResistanceType.Fire, 60 ); SetDamageType( ResistanceType.Cold, 20 ); SetResistance( ResistanceType.Physical, 65, 75 ); SetResistance( ResistanceType.Fire, 80, 85 ); SetResistance( ResistanceType.Cold, 60, 70 ); SetResistance( ResistanceType.Poison, 25, 35 ); SetResistance( ResistanceType.Energy, 25, 35 ); SetSkill( SkillName.MagicResist, 50.1, 65.0 ); SetSkill( SkillName.Tactics, 80.1, 100.0 ); SetSkill( SkillName.Wrestling, 80.1, 100.0 ); Fame = 8000; Karma = -8000; VirtualArmor = 50; PackItem( new IronOre( 3 ) ); PackItem( new BlackPearl( 3 ) ); } public override void GenerateLoot() { AddLoot( LootPack.Rich ); } public override bool BleedImmune{ get{ return true; } } public override int TreasureMapLevel{ get{ return Utility.RandomList( 2, 3 ); } } public EngrudgingCesspool( 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(); } } }