using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a drake corpse" )] public class RottingDrake : BaseCreature { [Constructable] public RottingDrake () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a rotting drake"; Body = 225; Hue = 1186; BaseSoundID = 362; Clan = Clan.Undead; SetStr( 401, 430 ); SetDex( 133, 152 ); SetInt( 101, 140 ); SetHits( 241, 258 ); SetDamage( 11, 17 ); SetSkill( SkillName.MagicResist, 65.1, 80.0 ); SetSkill( SkillName.Tactics, 65.1, 90.0 ); SetSkill( SkillName.HandToHand, 65.1, 80.0 ); Fame = 5500; Karma = -5500; VirtualArmor = 46; } public override void GenerateLoot() { AddLoot( LootPack.Rich ); } public override bool ReacquireOnMovement{ get{ return !Controlled; } } public override bool HasBreath{ get{ return true; } } // fire breath enabled public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public override Poison HitPoison{ get{ return Poison.Regular; } } public RottingDrake( 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(); } } }