85 lines
2.0 KiB
C#
85 lines
2.0 KiB
C#
using System;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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[CorpseName( "a soulflame elemental corpse" )]
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public class SoulflameElemental : BaseCreature
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{
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public override double DispelDifficulty{ get{ return 117.5; } }
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public override double DispelFocus{ get{ return 45.0; } }
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[Constructable]
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public SoulflameElemental () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a soulflame elemental";
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Body = 15;
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BaseSoundID = 838;
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Hue = 1287;
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SetStr( 146, 148 );
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SetDex( 166, 185 );
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SetInt( 181, 185 );
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SetHits( 276, 293 );
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SetDamage( 16, 28 );
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SetDamageType( ResistanceType.Physical, 85 );
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SetDamageType( ResistanceType.Fire, 105 );
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SetResistance( ResistanceType.Physical, 85, 105 );
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SetResistance( ResistanceType.Fire, 100, 120 );
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SetResistance( ResistanceType.Cold, 100, 120 );
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SetResistance( ResistanceType.Poison, 60, 80 );
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SetResistance( ResistanceType.Energy, 100, 120 );
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SetSkill( SkillName.EvalInt, 100.1, 115.0 );
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SetSkill( SkillName.Magery, 80.1, 105.0 );
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SetSkill( SkillName.MagicResist, 85.2, 105.0 );
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SetSkill( SkillName.Tactics, 80.1, 100.0 );
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SetSkill( SkillName.Wrestling, 70.1, 100.0 );
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Fame = 8500;
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Karma = -8500;
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VirtualArmor = 40;
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ControlSlots = 4;
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PackItem( new SulfurousAsh( 3 ) );
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AddItem( new LightSource() );
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Average );
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AddLoot( LootPack.Meager );
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AddLoot( LootPack.Gems );
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}
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public override bool BleedImmune{ get{ return true; } }
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public override int TreasureMapLevel{ get{ return 2; } }
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public SoulflameElemental( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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if ( BaseSoundID == 274 )
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BaseSoundID = 838;
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}
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}
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}
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