using System; using Server; using Server.Items; using Server.Mobiles; namespace Server.Mobiles { [CorpseName( "a nightmare corpse" )] public class Nightmare : BaseCreature { [Constructable] public Nightmare() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a nightmare"; Body = 226; Hue = 1109; BaseSoundID = 0xA8; SetStr( 496, 525 ); SetDex( 86, 105 ); SetInt( 86, 125 ); SetHits( 298, 315 ); SetDamage( 16, 22 ); SetSkill( SkillName.Concentration, 10.4, 50.0 ); SetSkill( SkillName.Magery, 10.4, 50.0 ); SetSkill( SkillName.MagicResist, 85.3, 100.0 ); SetSkill( SkillName.Tactics, 97.6, 100.0 ); SetSkill( SkillName.HandToHand, 80.5, 92.5 ); Fame = 14000; Karma = -14000; VirtualArmor = 60; PackItem( new SulfurousAsh( Utility.RandomMinMax( 3, 5 ) ) ); } public override void GenerateLoot() { AddLoot( LootPack.Rich ); AddLoot( LootPack.Average ); AddLoot( LootPack.LowScrolls ); AddLoot( LootPack.HighPotions ); } public override int GetAngerSound() { if ( !Controlled ) return 0x16A; return base.GetAngerSound(); } public override bool HasBreath{ get{ return true; } } // fire breath enabled public override int Meat{ get{ return 5; } } public override int Hides{ get{ return 10; } } public Nightmare( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }