using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a rotting corpse" )] public class Zombie : BaseCreature { [Constructable] public Zombie() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a zombie"; Body = Utility.RandomList( 3, 94 ); BaseSoundID = 471; Clan = Clan.Undead; SetStr( 46, 70 ); SetDex( 31, 50 ); SetInt( 26, 40 ); SetHits( 28, 42 ); SetDamage( 3, 7 ); SetSkill( SkillName.MagicResist, 15.1, 40.0 ); SetSkill( SkillName.Tactics, 35.1, 50.0 ); SetSkill( SkillName.HandToHand, 35.1, 50.0 ); Fame = 600; Karma = -600; VirtualArmor = 18; switch ( Utility.Random( 10 )) { case 0: PackItem( new LeftArm() ); break; case 1: PackItem( new RightArm() ); break; case 2: PackItem( new Torso() ); break; case 3: PackItem( new Bone() ); break; case 4: PackItem( new RibCage() ); break; case 5: PackItem( new RibCage() ); break; case 6: PackItem( new BonePile() ); break; case 7: PackItem( new BonePile() ); break; case 8: PackItem( new BonePile() ); break; case 9: PackItem( new BonePile() ); break; } } public override void GenerateLoot() { AddLoot( LootPack.Meager ); } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public Zombie( 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(); } } }