using System; namespace Server.Mobiles { [CorpseName("a blood elemental corpse")] public class BloodElemental : BaseCreature, IBloodCreature { [Constructable] public BloodElemental() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Name = "a blood elemental"; this.Body = 159; this.BaseSoundID = 278; this.SetStr(526, 615); this.SetDex(66, 85); this.SetInt(226, 350); this.SetHits(316, 369); this.SetDamage(17, 27); this.SetDamageType(ResistanceType.Physical, 0); this.SetDamageType(ResistanceType.Poison, 50); this.SetDamageType(ResistanceType.Energy, 50); this.SetResistance(ResistanceType.Physical, 55, 65); this.SetResistance(ResistanceType.Fire, 20, 30); this.SetResistance(ResistanceType.Cold, 40, 50); this.SetResistance(ResistanceType.Poison, 50, 60); this.SetResistance(ResistanceType.Energy, 30, 40); this.SetSkill(SkillName.EvalInt, 85.1, 100.0); this.SetSkill(SkillName.Magery, 85.1, 100.0); this.SetSkill(SkillName.Meditation, 10.4, 50.0); this.SetSkill(SkillName.MagicResist, 80.1, 95.0); this.SetSkill(SkillName.Tactics, 80.1, 100.0); this.SetSkill(SkillName.Wrestling, 80.1, 100.0); this.Fame = 12500; this.Karma = -12500; this.VirtualArmor = 60; } public BloodElemental(Serial serial) : base(serial) { } public override int TreasureMapLevel { get { return 5; } } public override void GenerateLoot() { this.AddLoot(LootPack.FilthyRich); this.AddLoot(LootPack.Rich); } 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(); } } }