using Server.Items; namespace Server.Mobiles { public class PatchworkSkeleton : BaseCreature { public override string CorpseName => "a patchwork skeletal corpse"; public override WeaponAbility GetWeaponAbility() => WeaponAbility.Dismount; public override string DefaultName => "a patchwork skeleton"; [Constructible] public PatchworkSkeleton() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 309; BaseSoundID = 0x48D; SetStr( 96, 120 ); SetDex( 71, 95 ); SetInt( 16, 40 ); SetHits( 58, 72 ); SetDamage( 18, 22 ); SetDamageType( ResistanceType.Physical, 85 ); SetDamageType( ResistanceType.Cold, 15 ); SetResistance( ResistanceType.Physical, 55, 65 ); SetResistance( ResistanceType.Fire, 50, 60 ); SetResistance( ResistanceType.Cold, 70, 80 ); SetResistance( ResistanceType.Poison, 100 ); SetResistance( ResistanceType.Energy, 40, 50 ); SetSkill( SkillName.MagicResist, 70.1, 95.0 ); SetSkill( SkillName.Tactics, 55.1, 80.0 ); SetSkill( SkillName.Wrestling, 50.1, 70.0 ); Fame = 500; Karma = -500; VirtualArmor = 54; } public override void GenerateLoot() { AddLoot( LootPack.Meager ); } public override bool BleedImmune => true; public override Poison PoisonImmune => Poison.Lethal; public override int TreasureMapLevel => 1; public PatchworkSkeleton( 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(); } } }