using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a charred corpse" )] public class FireGargoyle : BaseCreature { [Constructable] public FireGargoyle() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = NameList.RandomName( "fire gargoyle" ); Body = 130; BaseSoundID = 0x174; SetStr( 351, 400 ); SetDex( 126, 145 ); SetInt( 226, 250 ); SetHits( 211, 240 ); SetDamage( 7, 14 ); SetDamageType( ResistanceType.Physical, 20 ); SetDamageType( ResistanceType.Fire, 80 ); SetResistance( ResistanceType.Physical, 30, 35 ); SetResistance( ResistanceType.Fire, 50, 60 ); SetResistance( ResistanceType.Poison, 20, 30 ); SetResistance( ResistanceType.Energy, 20, 30 ); SetSkill( SkillName.Anatomy, 75.1, 85.0 ); SetSkill( SkillName.EvalInt, 90.1, 105.0 ); SetSkill( SkillName.Magery, 90.1, 105.0 ); SetSkill( SkillName.Meditation, 90.1, 105.0 ); SetSkill( SkillName.MagicResist, 90.1, 105.0 ); SetSkill( SkillName.Tactics, 80.1, 100.0 ); SetSkill( SkillName.Wrestling, 40.1, 80.0 ); Fame = 3500; Karma = -3500; VirtualArmor = 32; } public override void GenerateLoot() { AddLoot( LootPack.Rich ); AddLoot( LootPack.Gems ); } public override bool HasBreath{ get{ return true; } } // fire breath enabled public override int TreasureMapLevel{ get{ return 1; } } public override int Meat{ get{ return 1; } } public FireGargoyle( 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(); } } }