AvatarsConquest/Scripts/Mobiles/Undead/Skeleton.cs

75 lines
1.7 KiB
C#

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();
}
}
}