using System; using System.Collections; using Server.Items; using Server.Targeting; 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 ) { Name = "a bone knight"; Body = 57; BaseSoundID = 451; Clan = Clan.Undead; SetStr( 196, 250 ); SetDex( 176, 195 ); SetInt( 36, 60 ); SetHits( 178, 220 ); SetDamage( 8, 18 ); SetSkill( SkillName.MagicResist, 85.1, 100.0 ); SetSkill( SkillName.Tactics, 95.1, 100.0 ); SetSkill( SkillName.HandToHand, 85.1, 100.0 ); Fame = 5000; Karma = -5000; VirtualArmor = 40; switch ( Utility.Random( 6 ) ) { case 0: PackItem( new PlateArms() ); break; case 1: PackItem( new PlateChest() ); break; case 2: PackItem( new PlateGloves() ); break; case 3: PackItem( new PlateGorget() ); break; case 4: PackItem( new PlateLegs() ); break; case 5: PackItem( new PlateHelm() ); break; } PackItem( new Scimitar() ); PackItem( new WoodenShield() ); PackItem( new Bone( Utility.RandomList(1,2,3,4) ) ); } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.Meager ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public BoneKnight( 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(); } } }