using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "an essence of faded memory" )] public class FadedMemory : BaseCreature { public override double DispelDifficulty{ get{ return 117.5; } } public override double DispelFocus{ get{ return 45.0; } } [Constructable] public FadedMemory () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a faded memory"; Body = 13; Hue = 2955; BaseSoundID = 0x482; SetStr( 126, 155 ); SetDex( 166, 185 ); SetInt( 101, 125 ); SetHits( 76, 93 ); SetDamage( 8, 10 ); SetDamageType( ResistanceType.Physical, 20 ); SetDamageType( ResistanceType.Cold, 40 ); SetDamageType( ResistanceType.Energy, 40 ); SetResistance( ResistanceType.Physical, 35, 45 ); SetResistance( ResistanceType.Fire, 15, 25 ); SetResistance( ResistanceType.Cold, 10, 20 ); SetResistance( ResistanceType.Poison, 10, 20 ); SetResistance( ResistanceType.Energy, 25, 35 ); SetSkill( SkillName.EvalInt, 60.1, 75.0 ); SetSkill( SkillName.Magery, 60.1, 75.0 ); SetSkill( SkillName.MagicResist, 60.1, 75.0 ); SetSkill( SkillName.Tactics, 60.1, 80.0 ); SetSkill( SkillName.Wrestling, 60.1, 80.0 ); Fame = 4500; Karma = -4500; VirtualArmor = 40; ControlSlots = 2; } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.Meager ); AddLoot( LootPack.LowScrolls ); AddLoot( LootPack.MedScrolls ); } public override bool BleedImmune{ get{ return true; } } public override int TreasureMapLevel{ get{ return 2; } } public FadedMemory( Serial serial ) : base( serial ) { } 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(); if ( BaseSoundID == 263 ) BaseSoundID = 655; } } }