using Server.Items; using Server.Mobiles; namespace Server.Engines.Quests.Samurai { public class CursedSoul : BaseCreature { [Constructible] public CursedSoul() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Body = 3; BaseSoundID = 471; SetStr(20, 40); SetDex(40, 60); SetInt(15, 25); SetHits(10, 20); SetDamage(3, 7); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 15, 20); SetResistance(ResistanceType.Fire, 8, 12); SetSkill(SkillName.Wrestling, 35.0, 39.0); SetSkill(SkillName.Tactics, 5.0, 15.0); SetSkill(SkillName.MagicResist, 10.0); Fame = 200; Karma = -200; 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 CursedSoul(Serial serial) : base(serial) { } public override string CorpseName => "a cursed soul corpse"; public override string DefaultName => "a cursed soul"; public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.WriteEncodedInt(0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadEncodedInt(); } } }