using System; using Server.Items; namespace Server.Mobiles { [CorpseName( "a gargoyle corpse" )] public class GargoyleEnforcer : BaseCreature { public override WeaponAbility GetWeaponAbility() { return WeaponAbility.WhirlwindAttack; } [Constructable] public GargoyleEnforcer() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "Gargoyle Enforcer"; Body = 0x2F2; BaseSoundID = 0x174; SetStr( 760, 850 ); SetDex( 102, 150 ); SetInt( 152, 200 ); SetHits( 482, 485 ); SetDamage( 7, 14 ); SetResistance( ResistanceType.Physical, 40, 60 ); SetResistance( ResistanceType.Fire, 50, 60 ); SetResistance( ResistanceType.Cold, 20, 30 ); SetResistance( ResistanceType.Poison, 25, 35 ); SetResistance( ResistanceType.Energy, 15, 25 ); SetSkill( SkillName.MagicResist, 120.1, 130.0 ); SetSkill( SkillName.Tactics, 70.1, 80.0 ); SetSkill( SkillName.Wrestling, 80.1, 90.0 ); SetSkill( SkillName.Swords, 80.1, 90.0 ); SetSkill( SkillName.Anatomy, 70.1, 80.0 ); SetSkill( SkillName.Magery, 80.1, 90.0 ); SetSkill( SkillName.EvalInt, 70.3, 100.0 ); SetSkill( SkillName.Meditation, 70.3, 100.0 ); Fame = 5000; Karma = -5000; VirtualArmor = 50; if ( 0.2 > Utility.RandomDouble() ) PackItem( new GargoylesPickaxe() ); } public override void GenerateLoot() { AddLoot( LootPack.Rich ); AddLoot( LootPack.MedScrolls ); } public override int Meat{ get{ return 1; } } public GargoyleEnforcer( 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(); } } }