using Server.Items; namespace Server.Mobiles { public class RedDeath : SkeletalMount { public override string CorpseName => "a Red Death corpse"; [Constructible] public RedDeath() : base( "Red Death" ) { IsParagon = true; Hue = 0x21; BaseSoundID = 0x1C3; AI = AIType.AI_Melee; FightMode = FightMode.Closest; SetStr( 319, 324 ); SetDex( 241, 244 ); SetInt( 242, 255 ); SetHits( 1540, 1605 ); SetDamage( 25, 29 ); SetDamageType( ResistanceType.Physical, 25 ); SetDamageType( ResistanceType.Fire, 75 ); SetDamageType( ResistanceType.Cold, 0 ); SetResistance( ResistanceType.Physical, 60, 70 ); SetResistance( ResistanceType.Fire, 90 ); SetResistance( ResistanceType.Cold, 0 ); SetResistance( ResistanceType.Poison, 100 ); SetResistance( ResistanceType.Energy, 0 ); SetSkill( SkillName.Wrestling, 121.4, 143.7 ); SetSkill( SkillName.Tactics, 120.9, 142.2 ); SetSkill( SkillName.MagicResist, 120.1, 142.3 ); SetSkill( SkillName.Anatomy, 120.2, 144.0 ); Fame = 28000; Karma = -28000; if ( Utility.RandomBool() ) PackNecroScroll( Utility.RandomMinMax( 5, 9 ) ); else PackScroll( 4, 7 ); } public override void GenerateLoot() { AddLoot( LootPack.UltraRich, 3 ); } public override WeaponAbility GetWeaponAbility() => WeaponAbility.WhirlwindAttack; public override void OnDeath( Container c ) { base.OnDeath( c ); c.DropItem( new ResolvesBridle() ); } public override bool GivesMLMinorArtifact => true; public override bool AlwaysMurderer => true; public override bool HasBreath => true; public override int BreathChaosDamage => 100; public override int BreathFireDamage => 0; public RedDeath( 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(); } } }