using Server.Items; namespace Server.Mobiles { public class BronzeElemental : BaseCreature { public override string CorpseName => "an ore elemental corpse"; public override string DefaultName => "a bronze elemental"; [Constructible] public BronzeElemental() : this( 2 ) { } [Constructible] public BronzeElemental( int oreAmount ) : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { // TODO: Gas attack Body = 108; BaseSoundID = 268; SetStr( 226, 255 ); SetDex( 126, 145 ); SetInt( 71, 92 ); SetHits( 136, 153 ); SetDamage( 9, 16 ); SetDamageType( ResistanceType.Physical, 30 ); SetDamageType( ResistanceType.Fire, 70 ); SetResistance( ResistanceType.Physical, 30, 40 ); SetResistance( ResistanceType.Fire, 30, 40 ); SetResistance( ResistanceType.Cold, 10, 20 ); SetResistance( ResistanceType.Poison, 70, 80 ); SetResistance( ResistanceType.Energy, 20, 30 ); SetSkill( SkillName.MagicResist, 50.1, 95.0 ); SetSkill( SkillName.Tactics, 60.1, 100.0 ); SetSkill( SkillName.Wrestling, 60.1, 100.0 ); Fame = 5000; Karma = -5000; VirtualArmor = 29; Item ore = new BronzeOre( oreAmount ); ore.ItemID = 0x19B9; PackItem( ore ); } public override void GenerateLoot() { AddLoot( LootPack.Average ); AddLoot( LootPack.Gems, 2 ); } public override bool BleedImmune => true; public override bool AutoDispel => true; public override int TreasureMapLevel => 1; public BronzeElemental( 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(); } } }