using Server; using System; namespace Server.Mobiles { [CorpseName("an angered spirit corpse")] public class AngeredSpirit : CovetousCreature { [Constructable] public AngeredSpirit() : base(AIType.AI_Mage) { Name = "an angered spirit"; Body = 3; BaseSoundID = 471; } [Constructable] public AngeredSpirit(int level, bool voidSpawn) : base(AIType.AI_Mage, level, voidSpawn) { Name = "an angered spirit"; Body = 3; BaseSoundID = 471; } public AngeredSpirit(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } [CorpseName("a bone swordslinger corpse")] public class BoneSwordSlinger : CovetousCreature { [Constructable] public BoneSwordSlinger() : base(AIType.AI_Melee) { Name = "a bone swordslinger"; Body = 147; BaseSoundID = 451; } [Constructable] public BoneSwordSlinger(int level, bool voidSpawn) : base(AIType.AI_Melee, level, voidSpawn) { Name = "a bone sword slinger"; Body = 147; BaseSoundID = 451; } public BoneSwordSlinger(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } [CorpseName("a vile cadaver")] public class VileCadaver : CovetousCreature { [Constructable] public VileCadaver() : base(AIType.AI_Melee) { Name = "a vile cadaver"; Body = 154; BaseSoundID = 471; } [Constructable] public VileCadaver(int level, bool voidSpawn) : base(AIType.AI_Melee, level, voidSpawn) { Name = "a vile cadaver"; Body = 154; BaseSoundID = 471; } public VileCadaver(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } [CorpseName("a liche's corpse")] public class DiseasedLich : CovetousCreature { [Constructable] public DiseasedLich() : base(AIType.AI_Mage) { Name = "a diseased lich"; Body = 24; BaseSoundID = 0x3E9; } [Constructable] public DiseasedLich(int level, bool voidSpawn) : base(AIType.AI_Mage, level, voidSpawn) { Name = "a diseased lich"; Body = 24; BaseSoundID = 0x3E9; } public DiseasedLich(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } [CorpseName("a revenant corpse")] public class CovetousRevenant : CovetousCreature { public override bool AlwaysMurderer { get { return true; } } [Constructable] public CovetousRevenant() : base(AIType.AI_Mage) { Name = "a covetous revenant"; Body = 400; Hue = 0x847E; var shroud = new Server.Items.Robe(); shroud.ItemID = 0x2683; shroud.Hue = 0x4001; shroud.Movable = false; SetWearable(shroud); var boots = new Server.Items.Boots(); boots.Hue = 0x4001; boots.Movable = false; SetWearable(boots); } [Constructable] public CovetousRevenant(int level, bool voidSpawn) : base(AIType.AI_Mage, level, voidSpawn) { Name = "a covetous revenant"; Body = 400; //BaseSoundID = 609; //TODO: Soundid } public CovetousRevenant(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }