using Server.Items; namespace Server.Mobiles { public class WailingBanshee : BaseCreature { public override string CorpseName => "a wailing banshee corpse"; public override WeaponAbility GetWeaponAbility() => WeaponAbility.MortalStrike; public override string DefaultName => "a wailing banshee"; [Constructible] public WailingBanshee() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 310; BaseSoundID = 0x482; SetStr( 126, 150 ); SetDex( 76, 100 ); SetInt( 86, 110 ); SetHits( 76, 90 ); SetDamage( 10, 14 ); SetDamageType( ResistanceType.Physical, 20 ); SetDamageType( ResistanceType.Cold, 60 ); SetDamageType( ResistanceType.Poison, 20 ); SetResistance( ResistanceType.Physical, 50, 60 ); SetResistance( ResistanceType.Fire, 25, 30 ); SetResistance( ResistanceType.Cold, 70, 80 ); SetResistance( ResistanceType.Poison, 30, 40 ); SetResistance( ResistanceType.Energy, 40, 50 ); SetSkill( SkillName.MagicResist, 70.1, 95.0 ); SetSkill( SkillName.Tactics, 45.1, 70.0 ); SetSkill( SkillName.Wrestling, 50.1, 70.0 ); Fame = 1500; Karma = -1500; VirtualArmor = 19; } public override void GenerateLoot() { AddLoot( LootPack.Meager ); } public override bool BleedImmune => true; public WailingBanshee( 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(); } } }