using System; using Server.Items; namespace Server.Mobiles { [CorpseName("a skeletal corpse")] public class BoneKnight : BaseCreature { [Constructable] public BoneKnight() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Name = "a bone knight"; this.Body = 57; this.BaseSoundID = 451; this.SetStr(196, 250); this.SetDex(76, 95); this.SetInt(36, 60); this.SetHits(118, 150); this.SetDamage(8, 18); this.SetDamageType(ResistanceType.Physical, 40); this.SetDamageType(ResistanceType.Cold, 60); this.SetResistance(ResistanceType.Physical, 35, 45); this.SetResistance(ResistanceType.Fire, 20, 30); this.SetResistance(ResistanceType.Cold, 50, 60); this.SetResistance(ResistanceType.Poison, 20, 30); this.SetResistance(ResistanceType.Energy, 30, 40); this.SetSkill(SkillName.MagicResist, 65.1, 80.0); this.SetSkill(SkillName.Tactics, 85.1, 100.0); this.SetSkill(SkillName.Wrestling, 85.1, 95.0); this.Fame = 3000; this.Karma = -3000; this.VirtualArmor = 40; switch ( Utility.Random(6) ) { case 0: this.PackItem(new PlateArms()); break; case 1: this.PackItem(new PlateChest()); break; case 2: this.PackItem(new PlateGloves()); break; case 3: this.PackItem(new PlateGorget()); break; case 4: this.PackItem(new PlateLegs()); break; case 5: this.PackItem(new PlateHelm()); break; } this.PackItem(new Scimitar()); this.PackItem(new WoodenShield()); } public BoneKnight(Serial serial) : base(serial) { } public override bool BleedImmune { get { return true; } } public override TribeType Tribe { get { return TribeType.Undead; } } public override OppositionGroup OppositionGroup { get { return OppositionGroup.FeyAndUndead; } } public override void GenerateLoot() { this.AddLoot(LootPack.Average); this.AddLoot(LootPack.Meager); } 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(); } } }