using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a skeletal corpse" )] public class Skeleton : BaseCreature { [Constructable] public Skeleton() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a skeleton"; Body = Utility.RandomList( 50, 56 ); BaseSoundID = 0x48D; Clan = Clan.Undead; SetStr( 56, 80 ); SetDex( 56, 75 ); SetInt( 16, 40 ); SetHits( 34, 48 ); SetDamage( 3, 7 ); SetSkill( SkillName.MagicResist, 45.1, 60.0 ); SetSkill( SkillName.Tactics, 45.1, 60.0 ); SetSkill( SkillName.HandToHand, 45.1, 55.0 ); Fame = 450; Karma = -450; VirtualArmor = 16; switch ( Utility.Random( 5 )) { case 0: PackItem( new BoneArms() ); break; case 1: PackItem( new BoneChest() ); break; case 2: PackItem( new BoneGloves() ); break; case 3: PackItem( new BoneLegs() ); break; case 4: PackItem( new BoneHelm() ); break; } PackItem( new Bone( Utility.RandomList(1,1,1,2) ) ); if ( Body == 56 ) PackItem( new BattleAxe() ); } public override void GenerateLoot() { AddLoot( LootPack.Poor ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public Skeleton( 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(); } } }