using System; using System.Collections; using Server.Items; using Server.Targeting; using Server.Network; namespace Server.Mobiles { [CorpseName( "a pile of gemstones" )] public class Goliath : BaseCreature { [Constructable] public Goliath() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a goliath"; Body = 138; BaseSoundID = 0x10C; AnimationMod = 3; SetStr( 336, 385 ); SetDex( 96, 115 ); SetInt( 31, 55 ); SetHits( 202, 231 ); SetMana( 0 ); SetDamage( 7, 23 ); SetSkill( SkillName.MagicResist, 60.3, 105.0 ); SetSkill( SkillName.Tactics, 80.1, 100.0 ); SetSkill( SkillName.HandToHand, 80.1, 90.0 ); Fame = 4500; Karma = -4500; VirtualArmor = 48; } public override void OnDeath( Container c ) { base.OnDeath( c ); Item ore = new IronOre( Utility.RandomMinMax( 5, 10 ) ); ore.ItemID = 0x19B7; c.DropItem(ore); } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.Rich ); AddLoot( LootPack.Gems, 10 ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public Goliath( 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(); } } }