using Server.Items; namespace Server.Mobiles { public class Skeleton : BaseCreature { [Constructible] public Skeleton() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = Utility.RandomList(50, 56); BaseSoundID = 0x48D; SetStr(56, 80); SetDex(56, 75); SetInt(16, 40); SetHits(34, 48); SetDamage(3, 7); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 15, 20); SetResistance(ResistanceType.Fire, 5, 10); SetResistance(ResistanceType.Cold, 25, 40); SetResistance(ResistanceType.Poison, 25, 35); SetResistance(ResistanceType.Energy, 5, 15); SetSkill(SkillName.MagicResist, 45.1, 60.0); SetSkill(SkillName.Tactics, 45.1, 60.0); SetSkill(SkillName.Wrestling, 45.1, 55.0); Fame = 450; Karma = -450; VirtualArmor = 16; switch (Utility.Random(5)) { case 0: PackItem(new BoneArms()); break; case 1: PackItem(new BoneChest()); break; case 2: PackItem(new BoneGloves()); break; case 3: PackItem(new BoneLegs()); break; case 4: PackItem(new BoneHelm()); break; } } public Skeleton(Serial serial) : base(serial) { } public override string CorpseName => "a skeletal corpse"; public override string DefaultName => "a skeleton"; public override bool BleedImmune => true; public override Poison PoisonImmune => Poison.Lesser; public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead; public override void GenerateLoot() { AddLoot(LootPack.Poor); } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }