using Server.Items; namespace Server.Mobiles { public class KhaldunZealot : BaseCreature { public override bool ClickTitle => false; public override bool ShowFameTitle => false; public override string DefaultName => "Zealot of Khaldun"; [Constructible] public KhaldunZealot(): base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 0x190; Title = "the Knight"; Hue = 0; SetStr( 351, 400 ); SetDex( 151, 165 ); SetInt( 76, 100 ); SetHits( 448, 470 ); SetDamage( 15, 25 ); SetDamageType( ResistanceType.Physical, 75 ); SetDamageType( ResistanceType.Cold, 25 ); SetResistance( ResistanceType.Physical, 35, 45 ); SetResistance( ResistanceType.Fire, 25, 30 ); SetResistance( ResistanceType.Cold, 50, 60 ); SetResistance( ResistanceType.Poison, 25, 35 ); SetResistance( ResistanceType.Energy, 25, 35 ); SetSkill( SkillName.Wrestling, 70.1, 80.0 ); SetSkill( SkillName.Swords, 120.1, 130.0 ); SetSkill( SkillName.Anatomy, 120.1, 130.0 ); SetSkill( SkillName.MagicResist, 90.1, 100.0 ); SetSkill( SkillName.Tactics, 90.1, 100.0 ); Fame = 10000; Karma = -10000; VirtualArmor = 40; VikingSword weapon = new VikingSword(); weapon.Hue = 0x835; weapon.Movable = false; AddItem( weapon ); MetalShield shield = new MetalShield(); shield.Hue = 0x835; shield.Movable = false; AddItem( shield ); BoneHelm helm = new BoneHelm(); helm.Hue = 0x835; AddItem( helm ); BoneArms arms = new BoneArms(); arms.Hue = 0x835; AddItem( arms ); BoneGloves gloves = new BoneGloves(); gloves.Hue = 0x835; AddItem( gloves ); BoneChest tunic = new BoneChest(); tunic.Hue = 0x835; AddItem( tunic ); BoneLegs legs = new BoneLegs(); legs.Hue = 0x835; AddItem( legs ); AddItem( new Boots() ); } public override int GetIdleSound() { return 0x184; } public override int GetAngerSound() { return 0x286; } public override int GetDeathSound() { return 0x288; } public override int GetHurtSound() { return 0x19F; } public override bool AlwaysMurderer => true; public override bool Unprovokable => true; public override Poison PoisonImmune => Poison.Deadly; public KhaldunZealot( Serial serial ) : base( serial ) { } public override bool OnBeforeDeath() { BoneKnight rm = new BoneKnight(); rm.Team = Team; rm.Combatant = Combatant; rm.NoKillAwards = true; if ( rm.Backpack == null ) { Backpack pack = new Backpack(); pack.Movable = false; rm.AddItem( pack ); } for ( int i = 0; i < 2; i++ ) { LootPack.FilthyRich.Generate( this, rm.Backpack, true, LootPack.GetLuckChanceForKiller( this ) ); LootPack.FilthyRich.Generate( this, rm.Backpack, false, LootPack.GetLuckChanceForKiller( this ) ); } Effects.PlaySound(this, Map, GetDeathSound()); Effects.SendLocationEffect( Location, Map, 0x3709, 30, 10, 0x835, 0 ); rm.MoveToWorld( Location, Map ); Delete(); return false; } 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(); } } }