using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "an undead organ's corpse" )] public class OrganOfUndeath : BaseCreature { [Constructable] public OrganOfUndeath() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "an organ of undeath"; Body = 778; Hue = 2968; BaseSoundID = 0x26B; SetStr( 76, 100 ); SetDex( 76, 95 ); SetInt( 36, 60 ); SetHits( 20, 24 ); SetDamage( 6, 8 ); SetDamageType( ResistanceType.Physical, 50 ); SetDamageType( ResistanceType.Cold, 50 ); SetResistance( ResistanceType.Physical, 25, 30 ); SetResistance( ResistanceType.Cold, 15, 25 ); SetResistance( ResistanceType.Poison, 10, 20 ); SetSkill( SkillName.EvalInt, 35.1, 40.0 ); SetSkill( SkillName.Magery, 45.1, 50.0 ); SetSkill( SkillName.MagicResist, 45.1, 50.0 ); SetSkill( SkillName.Tactics, 25.1, 30.0 ); SetSkill( SkillName.Wrestling, 25.1, 45.0 ); Fame = 1000; Karma = -1000; VirtualArmor = 28; PackReg( 10 ); } public override void GenerateLoot() { AddLoot( LootPack.Meager ); } public override bool BleedImmune{ get{ return true; } } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public OrganOfUndeath( 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(); } } }