using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "an ashen corpse" )] public class AshenHorror : BaseCreature { [Constructable] public AshenHorror() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "an ashen horror"; Body = Utility.RandomList( 50, 56 ); BaseSoundID = 0x48D; Hue = 2021; SetStr( 56, 80 ); SetDex( 56, 75 ); SetInt( 16, 40 ); SetHits( 34, 48 ); SetDamage( 3, 7 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 5, 10 ); SetResistance( ResistanceType.Fire, 55, 60 ); SetResistance( ResistanceType.Cold, 55, 60 ); SetResistance( ResistanceType.Poison, 55, 65 ); SetResistance( ResistanceType.Energy, 35, 45 ); SetSkill( SkillName.MagicResist, 45.1, 60.0 ); SetSkill( SkillName.Tactics, 45.1, 60.0 ); SetSkill( SkillName.Wrestling, 45.1, 55.0 ); Fame = 450; Karma = -450; VirtualArmor = 16; switch ( Utility.Random( 5 )) { case 0: PackItem( new BoneArms() ); break; case 1: PackItem( new BoneChest() ); break; case 2: PackItem( new BoneGloves() ); break; case 3: PackItem( new BoneLegs() ); break; case 4: PackItem( new BoneHelm() ); break; } } public override void GenerateLoot() { AddLoot( LootPack.Poor ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lesser; } } public AshenHorror( Serial serial ) : base( serial ) { } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } 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(); } } }