using Server.Items; namespace Server.Mobiles { public class EvilMage : BaseCreature { public override string CorpseName => "an evil mage corpse"; [Constructible] public EvilMage() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = NameList.RandomName( "evil mage" ); Title = "the evil mage"; Body = 124; SetStr( 81, 105 ); SetDex( 91, 115 ); SetInt( 96, 120 ); SetHits( 49, 63 ); SetDamage( 5, 10 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 15, 20 ); SetResistance( ResistanceType.Fire, 5, 10 ); SetResistance( ResistanceType.Poison, 5, 10 ); SetResistance( ResistanceType.Energy, 5, 10 ); SetSkill( SkillName.EvalInt, 75.1, 100.0 ); SetSkill( SkillName.Magery, 75.1, 100.0 ); SetSkill( SkillName.MagicResist, 75.0, 97.5 ); SetSkill( SkillName.Tactics, 65.0, 87.5 ); SetSkill( SkillName.Wrestling, 20.2, 60.0 ); Fame = 2500; Karma = -2500; VirtualArmor = 16; PackReg( 6 ); PackItem( new Robe( Utility.RandomNeutralHue() ) ); // TODO: Proper hue PackItem( new Sandals() ); } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.MedScrolls ); } public override bool CanRummageCorpses => true; public override bool AlwaysMurderer => true; public override int Meat => 1; public override int TreasureMapLevel => Core.AOS ? 1 : 0; public EvilMage( 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(); } } }