using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a skeletal corpse" )] public class BoneClaw : BaseCreature { [Constructable] public BoneClaw() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a bone claw"; Body = 331; BaseSoundID = 0x48D; Clan = Clan.Undead; SetStr( 156, 180 ); SetDex( 156, 175 ); SetInt( 16, 40 ); SetHits( 134, 148 ); SetDamage( 13, 17 ); SetSkill( SkillName.MagicResist, 45.1, 60.0 ); SetSkill( SkillName.Tactics, 85.1, 100.0 ); SetSkill( SkillName.HandToHand, 85.1, 105.0 ); Fame = 650; Karma = -650; VirtualArmor = 28; 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; } PackItem( new Bone( Utility.RandomList(1,2,3,4) ) ); } public override void GenerateLoot() { AddLoot( LootPack.Poor ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public BoneClaw( 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(); } } }