using System; namespace Server.Mobiles { [CorpseName("a bone demon corpse")] public class BoneDemon : BaseCreature { [Constructable] public BoneDemon() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "a bone demon"; Body = 308; BaseSoundID = 0x48D; SetStr(1000); SetDex(151, 175); SetInt(171, 220); SetHits(3600); SetDamage(34, 36); SetDamageType(ResistanceType.Physical, 50); SetDamageType(ResistanceType.Cold, 50); SetResistance(ResistanceType.Physical, 75); SetResistance(ResistanceType.Fire, 60); SetResistance(ResistanceType.Cold, 90); SetResistance(ResistanceType.Poison, 100); SetResistance(ResistanceType.Energy, 60); SetSkill(SkillName.Wrestling, 100.0); SetSkill(SkillName.Tactics, 100.0); SetSkill(SkillName.MagicResist, 50.1, 75.0); SetSkill(SkillName.DetectHidden, 100.0); SetSkill(SkillName.Magery, 77.6, 87.5); SetSkill(SkillName.EvalInt, 77.6, 87.5); SetSkill(SkillName.Meditation, 100.0); Fame = 20000; Karma = -20000; VirtualArmor = 44; } public BoneDemon(Serial serial) : base(serial) { } public override bool BardImmune { get { return !Core.SE; } } public override bool Unprovokable { get { return Core.SE; } } public override bool AreaPeaceImmune { get { return Core.SE; } } public override Poison PoisonImmune { get { return Poison.Lethal; } } public override int TreasureMapLevel { get { return 1; } } public override void GenerateLoot() { AddLoot(LootPack.FilthyRich, 8); } 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(); } } }