using System; using System.Collections; using Server.Items; using Server.Targeting; namespace Server.Mobiles { [CorpseName( "a mummy corpse" )] public class Mummy : BaseCreature { [Constructable] public Mummy() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.8 ) { Name = "a mummy"; Body = 154; BaseSoundID = 471; SetStr( 346, 370 ); SetDex( 71, 90 ); SetInt( 26, 40 ); SetHits( 208, 222 ); SetDamage( 13, 23 ); SetDamageType( ResistanceType.Physical, 40 ); SetDamageType( ResistanceType.Cold, 60 ); SetResistance( ResistanceType.Physical, 45, 55 ); SetResistance( ResistanceType.Fire, 10, 20 ); SetResistance( ResistanceType.Cold, 50, 60 ); SetResistance( ResistanceType.Poison, 20, 30 ); SetResistance( ResistanceType.Energy, 20, 30 ); SetSkill( SkillName.MagicResist, 15.1, 40.0 ); SetSkill( SkillName.Tactics, 35.1, 50.0 ); SetSkill( SkillName.Wrestling, 35.1, 50.0 ); Fame = 4000; Karma = -4000; VirtualArmor = 50; if ( Core.ML && Utility.RandomDouble() < .33 ) PackItem( Engines.Plants.Seed.RandomPeculiarSeed(2) ); PackItem( new Garlic( 5 ) ); PackItem( new Bandage( 10 ) ); } public override void GenerateLoot() { AddLoot( LootPack.Rich ); AddLoot( LootPack.Gems ); AddLoot( LootPack.Potions ); } public override bool BleedImmune{ get{ return true; } } public override Poison PoisonImmune{ get{ return Poison.Lesser; } } public Mummy( Serial serial ) : base( serial ) { } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } 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(); } } }