using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a gibberling corpse" )] public class Gibberling : BaseCreature { public override WeaponAbility GetWeaponAbility() { return WeaponAbility.Dismount; } [Constructable] public Gibberling() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a gibberling"; Body = 307; BaseSoundID = 422; SetStr( 141, 165 ); SetDex( 101, 125 ); SetInt( 56, 80 ); SetHits( 85, 99 ); SetDamage( 12, 17 ); SetDamageType( ResistanceType.Physical, 0 ); SetDamageType( ResistanceType.Fire, 40 ); SetDamageType( ResistanceType.Energy, 60 ); SetResistance( ResistanceType.Physical, 45, 55 ); SetResistance( ResistanceType.Fire, 25, 35 ); SetResistance( ResistanceType.Cold, 25, 35 ); SetResistance( ResistanceType.Poison, 10, 20 ); SetResistance( ResistanceType.Energy, 30, 40 ); SetSkill( SkillName.MagicResist, 45.1, 70.0 ); SetSkill( SkillName.Tactics, 67.6, 92.5 ); SetSkill( SkillName.Wrestling, 60.1, 80.0 ); Fame = 1500; Karma = -1500; VirtualArmor = 27; } public override void GenerateLoot() { AddLoot( LootPack.Meager ); } public override int TreasureMapLevel{ get{ return 1; } } public Gibberling( 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(); } } }