using Server.Items; namespace Server.Mobiles { public class Cursed : BaseCreature { public override string CorpseName => "an inhuman corpse"; public override bool ClickTitle => false; public override bool ShowFameTitle => false; [Constructible] public Cursed() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Title = "the Cursed"; Hue = Utility.RandomMinMax( 0x8596, 0x8599 ); Body = 0x190; Name = NameList.RandomName( "male" ); BaseSoundID = 471; AddItem( new ShortPants( Utility.RandomNeutralHue() ) ); AddItem( new Shirt( Utility.RandomNeutralHue() ) ); BaseWeapon weapon = Loot.RandomWeapon(); weapon.Movable = false; AddItem( weapon ); SetStr( 91, 100 ); SetDex( 86, 95 ); SetInt( 61, 70 ); SetHits( 91, 120 ); SetDamage( 5, 13 ); SetResistance( ResistanceType.Physical, 15, 25 ); SetResistance( ResistanceType.Fire, 5, 10 ); SetResistance( ResistanceType.Cold, 25, 35 ); SetResistance( ResistanceType.Poison, 5, 10 ); SetResistance( ResistanceType.Energy, 5, 10 ); SetSkill( SkillName.Fencing, 46.0, 77.5 ); SetSkill( SkillName.Macing, 35.0, 57.5 ); SetSkill( SkillName.MagicResist, 53.5, 62.5 ); SetSkill( SkillName.Swords, 55.0, 77.5 ); SetSkill( SkillName.Tactics, 60.0, 82.5 ); SetSkill( SkillName.Poisoning, 60.0, 82.5 ); Fame = 1000; Karma = -2000; } public override int GetAttackSound() { return -1; } public override void GenerateLoot() { AddLoot( LootPack.Meager ); //AddLoot( LootPack.Miscellaneous ); } public override bool AlwaysMurderer => true; public Cursed( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }