using Server.Items; namespace Server.Mobiles { public class EvilMageLord : BaseCreature { public override string CorpseName => "an evil mage lord corpse"; [Constructible] public EvilMageLord() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = NameList.RandomName( "evil mage lord" ); Body = Utility.RandomList( 125, 126 ); PackItem( new Robe( Utility.RandomMetalHue() ) ); PackItem( new WizardsHat( Utility.RandomMetalHue() ) ); SetStr( 81, 105 ); SetDex( 191, 215 ); SetInt( 126, 150 ); SetHits( 49, 63 ); SetDamage( 5, 10 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 35, 40 ); SetResistance( ResistanceType.Fire, 30, 40 ); SetResistance( ResistanceType.Cold, 30, 40 ); SetResistance( ResistanceType.Poison, 30, 40 ); SetResistance( ResistanceType.Energy, 30, 40 ); SetSkill( SkillName.EvalInt, 80.2, 100.0 ); SetSkill( SkillName.Magery, 95.1, 100.0 ); SetSkill( SkillName.Meditation, 27.5, 50.0 ); SetSkill( SkillName.MagicResist, 77.5, 100.0 ); SetSkill( SkillName.Tactics, 65.0, 87.5 ); SetSkill( SkillName.Wrestling, 20.3, 80.0 ); Fame = 10500; Karma = -10500; VirtualArmor = 16; PackReg( 23 ); if ( Utility.RandomBool() ) PackItem( new Shoes() ); else PackItem( new Sandals() ); } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.Meager ); AddLoot( LootPack.MedScrolls, 2 ); } public override bool CanRummageCorpses => true; public override bool AlwaysMurderer => true; public override int Meat => 1; public override int TreasureMapLevel => Core.AOS ? 2 : 0; public EvilMageLord( 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(); } } }