using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "an evil corpse" )] public class BlackKnight : BaseCreature { [Constructable] public BlackKnight () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = NameList.RandomName( "villians" ); Clan = Clan.Humanoid; switch ( Utility.Random( 6 ) ) { case 0: Title = "the dark knight"; break; case 1: Title = "the black knight"; break; case 2: Title = "the evil knight"; break; case 3: Title = "the vile champion"; break; case 4: Title = "the knight of evil"; break; case 5: Title = "the knight of darkness"; break; } Body = Utility.RandomList( 191, 199, 304 ); if ( Body == 191 ) AnimationMod = 4; BaseSoundID = 0x47D; SetStr( 767, 945 ); SetDex( 66, 75 ); SetInt( 46, 70 ); SetHits( 476, 552 ); SetDamage( 20, 25 ); SetSkill( SkillName.MagicResist, 125.1, 140.0 ); SetSkill( SkillName.Tactics, 90.1, 100.0 ); SetSkill( SkillName.HandToHand, 90.1, 100.0 ); Fame = 15000; Karma = -15000; VirtualArmor = 50; PackItem( new Longsword() ); switch ( Utility.Random( 6 ) ) { case 0: PackItem( new PlateGorget() ); break; case 1: PackItem( new PlateChest() ); break; case 2: PackItem( new PlateLegs() ); break; case 3: PackItem( new PlateArms() ); break; case 4: PackItem( new PlateGloves() ); break; case 5: PackItem( new NorseHelm() ); break; } } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.Rich, 2 ); AddLoot( LootPack.FilthyRich ); AddLoot( LootPack.MedPotions, 2 ); } public override bool CanRummageCorpses{ get{ return true; } } public override int Meat{ get{ return 2; } } public BlackKnight( 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(); } } }