using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a skeletal dragon corpse" )] public class SkeletalDragon : BaseCreature { [Constructable] public SkeletalDragon () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a skeletal dragon"; Body = 104; BaseSoundID = 0x488; Clan = Clan.Undead; SetStr( 898, 1030 ); SetDex( 68, 200 ); SetInt( 488, 620 ); SetHits( 558, 599 ); SetDamage( 29, 35 ); SetSkill( SkillName.Concentration, 80.1, 100.0 ); SetSkill( SkillName.Magery, 80.1, 100.0 ); SetSkill( SkillName.MagicResist, 100.3, 130.0 ); SetSkill( SkillName.Tactics, 97.6, 100.0 ); SetSkill( SkillName.HandToHand, 97.6, 100.0 ); Fame = 22500; Karma = -22500; VirtualArmor = 80; PackItem( new Bone( Utility.RandomList(6,7,8,9) ) ); } public override void GenerateLoot() { AddLoot( LootPack.FilthyRich, 4 ); AddLoot( LootPack.Gems, 5 ); } public override bool ReacquireOnMovement{ get{ return true; } } public override bool HasBreath{ get{ return true; } } // fire breath enabled public override int BreathFireDamage{ get{ return 0; } } public override int BreathColdDamage{ get{ return 100; } } public override int BreathEffectHue{ get{ return 0x480; } } public override double BonusPetDamageScalar{ get{ return 1.0; } } public override bool AutoDispel{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public override bool BleedImmune{ get{ return true; } } public override int Meat{ get{ return 19; } } // where's it hiding these? :) public override int Hides{ get{ return 20; } } public SkeletalDragon( 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(); } } }