using Server.Items; namespace Server.Mobiles { public class Zombie : BaseCreature { [Constructible] public Zombie() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 3; BaseSoundID = 471; SetStr(46, 70); SetDex(31, 50); SetInt(26, 40); SetHits(28, 42); SetDamage(3, 7); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 15, 20); SetResistance(ResistanceType.Cold, 20, 30); SetResistance(ResistanceType.Poison, 5, 10); SetSkill(SkillName.MagicResist, 15.1, 40.0); SetSkill(SkillName.Tactics, 35.1, 50.0); SetSkill(SkillName.Wrestling, 35.1, 50.0); Fame = 600; Karma = -600; VirtualArmor = 18; 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 Zombie(Serial serial) : base(serial) { } public override string CorpseName => "a rotting corpse"; public override string DefaultName => "a zombie"; public override bool BleedImmune => true; public override Poison PoisonImmune => Poison.Regular; public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead; public override void GenerateLoot() { AddLoot(LootPack.Meager); } 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(); } } }