using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a mummy corpse")] public class Mummy : BaseCreature { [Constructable] public Mummy() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.8) { Name = "a mummy"; Body = 154; BaseSoundID = 471; SetStr(346, 370); SetDex(71, 90); SetInt(26, 40); SetHits(208, 222); SetDamage(13, 23); SetDamageType(ResistanceType.Physical, 40); SetDamageType(ResistanceType.Cold, 60); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 10, 20); SetResistance(ResistanceType.Cold, 50, 60); SetResistance(ResistanceType.Poison, 20, 30); SetResistance(ResistanceType.Energy, 20, 30); SetSkill(SkillName.MagicResist, 15.1, 40.0); SetSkill(SkillName.Tactics, 35.1, 50.0); SetSkill(SkillName.Wrestling, 35.1, 50.0); Fame = 4000; Karma = -4000; VirtualArmor = 50; if (Core.ML && Utility.RandomDouble() < .33) PackItem(Engines.Plants.Seed.RandomPeculiarSeed(3)); PackItem(new Garlic(5)); PackItem(new Bandage(10)); } public Mummy(Serial serial) : base(serial) { } public override int TreasureMapLevel { get { return 1; } } public override bool BleedImmune { get { return true; } } public override Poison PoisonImmune { get { return Poison.Lesser; } } public override TribeType Tribe { get { return TribeType.Undead; } } public override OppositionGroup OppositionGroup { get { return OppositionGroup.FeyAndUndead; } } public override void GenerateLoot() { this.AddLoot(LootPack.Rich); this.AddLoot(LootPack.Gems); this.AddLoot(LootPack.Potions); } 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(); } } }