using Server.Items; namespace Server.Mobiles { public class RevenantLion : BaseCreature { public override string CorpseName => "a revenant lion corpse"; public override WeaponAbility GetWeaponAbility() => WeaponAbility.BleedAttack; public override string DefaultName => "a Revenant Lion"; [Constructible] public RevenantLion() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 251; SetStr( 276, 325 ); SetDex( 156, 175 ); SetInt( 76, 105 ); SetHits( 251, 280 ); SetDamage( 18, 24 ); SetDamageType( ResistanceType.Physical, 30 ); SetDamageType( ResistanceType.Cold, 30 ); SetDamageType( ResistanceType.Poison, 10 ); SetDamageType( ResistanceType.Energy, 30 ); SetResistance( ResistanceType.Physical, 40, 60 ); SetResistance( ResistanceType.Fire, 20, 30 ); SetResistance( ResistanceType.Cold, 50, 60 ); SetResistance( ResistanceType.Poison, 55, 65 ); SetResistance( ResistanceType.Energy, 40, 50 ); SetSkill( SkillName.EvalInt, 80.1, 90.0 ); SetSkill( SkillName.Magery, 80.1, 90.0 ); SetSkill( SkillName.Poisoning, 120.1, 130.0 ); SetSkill( SkillName.MagicResist, 70.1, 90.0 ); SetSkill( SkillName.Tactics, 60.1, 80.0 ); SetSkill( SkillName.Wrestling, 80.1, 88.0 ); Fame = 4000; Karma = -4000; PackNecroReg( 6, 8 ); switch ( Utility.Random( 10 )) { case 0: PackItem( new LeftArm() ); break; case 1: PackItem( new RightArm() ); break; case 2: PackItem( new Torso() ); break; case 3: PackItem( new Bone() ); break; case 4: PackItem( new RibCage() ); break; case 5: PackItem( new RibCage() ); break; case 6: PackItem( new BonePile() ); break; case 7: PackItem( new BonePile() ); break; case 8: PackItem( new BonePile() ); break; case 9: PackItem( new BonePile() ); break; } } public override int GetAngerSound() { return 0x518; } public override int GetIdleSound() { return 0x517; } public override int GetAttackSound() { return 0x516; } public override int GetHurtSound() { return 0x519; } public override int GetDeathSound() { return 0x515; } public override void GenerateLoot() { AddLoot( LootPack.Rich, 2 ); AddLoot( LootPack.MedScrolls, 2 ); // TODO: Bone Pile } public override bool BleedImmune => true; public override Poison PoisonImmune => Poison.Greater; public override Poison HitPoison => Poison.Greater; public RevenantLion( 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(); } } }