using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "an ashen corpse" )] public class AshenKnight : BaseCreature { [Constructable] public AshenKnight() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "an ashen knight"; Body = 147; BaseSoundID = 451; Hue = 2021; SetStr( 146, 180 ); SetDex( 76, 95 ); SetInt( 86, 90 ); SetHits( 118, 130 ); SetDamage( 8, 18 ); SetDamageType( ResistanceType.Physical, 40 ); SetDamageType( ResistanceType.Cold, 60 ); SetResistance( ResistanceType.Physical, 15, 25 ); SetResistance( ResistanceType.Fire, 60, 70 ); SetResistance( ResistanceType.Cold, 60, 70 ); SetResistance( ResistanceType.Poison, 60, 70 ); SetResistance( ResistanceType.Energy, 50, 60 ); SetSkill( SkillName.MagicResist, 65.1, 80.0 ); SetSkill( SkillName.Tactics, 85.1, 100.0 ); SetSkill( SkillName.Wrestling, 85.1, 95.0 ); Fame = 3000; Karma = -3000; VirtualArmor = 40; switch ( Utility.Random( 6 ) ) { case 0: PackItem( new PlateArms() ); break; case 1: PackItem( new PlateChest() ); break; case 2: PackItem( new PlateGloves() ); break; case 3: PackItem( new PlateGorget() ); break; case 4: PackItem( new PlateLegs() ); break; case 5: PackItem( new PlateHelm() ); break; } PackItem( new Scimitar() ); PackItem( new WoodenShield() ); } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.Meager ); } public override bool BleedImmune{ get{ return true; } } public AshenKnight( Serial serial ) : base( serial ) { } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } 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(); } } }