namespace Server.Mobiles { public class BloodElemental : BaseCreature { public override string CorpseName => "a blood elemental corpse"; public override string DefaultName => "a blood elemental"; [Constructible] public BloodElemental () : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 159; BaseSoundID = 278; SetStr( 526, 615 ); SetDex( 66, 85 ); SetInt( 226, 350 ); SetHits( 316, 369 ); SetDamage( 17, 27 ); SetDamageType( ResistanceType.Physical, 0 ); SetDamageType( ResistanceType.Poison, 50 ); SetDamageType( ResistanceType.Energy, 50 ); SetResistance( ResistanceType.Physical, 55, 65 ); SetResistance( ResistanceType.Fire, 20, 30 ); SetResistance( ResistanceType.Cold, 40, 50 ); SetResistance( ResistanceType.Poison, 50, 60 ); SetResistance( ResistanceType.Energy, 30, 40 ); SetSkill( SkillName.EvalInt, 85.1, 100.0 ); SetSkill( SkillName.Magery, 85.1, 100.0 ); SetSkill( SkillName.Meditation, 10.4, 50.0 ); SetSkill( SkillName.MagicResist, 80.1, 95.0 ); SetSkill( SkillName.Tactics, 80.1, 100.0 ); SetSkill( SkillName.Wrestling, 80.1, 100.0 ); Fame = 12500; Karma = -12500; VirtualArmor = 60; } public override void GenerateLoot() { AddLoot( LootPack.FilthyRich ); AddLoot( LootPack.Rich ); } public override int TreasureMapLevel => 5; public BloodElemental( 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(); } } }