using System; namespace Server.Mobiles { public class AnimatedWeapon : BaseCreature { public override string CorpseName => "an animated weapon corpse"; public override bool DeleteCorpseOnDeath => true; public override bool IsHouseSummonable => true; public override double DispelDifficulty => 0.0; public override double DispelFocus => 20.0; public override double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly ) { return m.Str / Math.Max( GetDistanceToSqrt( m ), 1.0 ); } public override string DefaultName => "an animated weapon"; [Constructible] public AnimatedWeapon( Mobile caster, int level ) : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.3, 0.6 ) { Body = 692; SetStr( 10 + level ); SetDex( 10 + level ); SetInt( 10 ); SetHits( 20 + ( level * 3 / 2 ) ); SetStam( 10 + level ); SetMana( 0 ); if ( level >= 120 ) SetDamage( 14, 18 ); else if ( level >= 105 ) SetDamage( 13, 17 ); else if ( level >= 90 ) SetDamage( 12, 15 ); else if ( level >= 75 ) SetDamage( 11, 14 ); else if ( level >= 60 ) SetDamage( 10, 12 ); else if ( level >= 45 ) SetDamage( 9, 11 ); else if ( level >= 30 ) SetDamage( 8, 9 ); else SetDamage( 7, 8 ); SetDamageType( ResistanceType.Physical, 60 ); SetDamageType( ResistanceType.Poison, 20 ); SetDamageType( ResistanceType.Energy, 20 ); SetResistance( ResistanceType.Physical, 40, 50 ); SetResistance( ResistanceType.Fire, 30, 40 ); SetResistance( ResistanceType.Cold, 30, 40 ); SetResistance( ResistanceType.Poison, 100 ); SetResistance( ResistanceType.Energy, 20, 30 ); SetSkill( SkillName.MagicResist, level ); SetSkill( SkillName.Wrestling, level ); SetSkill( SkillName.Anatomy, caster.Skills[SkillName.Anatomy].Value / 2 ); SetSkill( SkillName.Tactics, caster.Skills[SkillName.Tactics].Value / 2 ); Fame = 0; Karma = 0; ControlSlots = 4; } public override bool BleedImmune => true; public override Poison PoisonImmune => Poison.Lethal; public override int GetAngerSound() { return 0x23A; } public override int GetAttackSound() { return 0x3B8; } public override int GetHurtSound() { return 0x23A; } public AnimatedWeapon( 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(); } } }