#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Mobiles/Monsters/Humanoid/Melee/Zombie.cs
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Scripts/Mobiles/Monsters/Humanoid/Melee/Zombie.cs
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using System;
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using System.Collections;
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using Server.Items;
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using Server.Targeting;
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namespace Server.Mobiles
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{
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[CorpseName( "a rotting corpse" )]
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public class Zombie : BaseCreature
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{
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[Constructable]
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public Zombie() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a zombie";
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Body = 3;
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BaseSoundID = 471;
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SetStr( 46, 70 );
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SetDex( 31, 50 );
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SetInt( 26, 40 );
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SetHits( 28, 42 );
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SetDamage( 3, 7 );
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SetDamageType( ResistanceType.Physical, 100 );
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SetResistance( ResistanceType.Physical, 15, 20 );
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SetResistance( ResistanceType.Cold, 20, 30 );
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SetResistance( ResistanceType.Poison, 5, 10 );
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SetSkill( SkillName.MagicResist, 15.1, 40.0 );
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SetSkill( SkillName.Tactics, 35.1, 50.0 );
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SetSkill( SkillName.Wrestling, 35.1, 50.0 );
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Fame = 600;
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Karma = -600;
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VirtualArmor = 18;
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switch ( Utility.Random( 10 ))
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{
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case 0: PackItem( new LeftArm() ); break;
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case 1: PackItem( new RightArm() ); break;
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case 2: PackItem( new Torso() ); break;
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case 3: PackItem( new Bone() ); break;
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case 4: PackItem( new RibCage() ); break;
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case 5: PackItem( new RibCage() ); break;
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case 6: PackItem( new BonePile() ); break;
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case 7: PackItem( new BonePile() ); break;
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case 8: PackItem( new BonePile() ); break;
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case 9: PackItem( new BonePile() ); break;
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}
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Meager );
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}
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public override bool BleedImmune{ get{ return true; } }
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public override Poison PoisonImmune{ get{ return Poison.Regular; } }
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public Zombie( Serial serial ) : base( serial )
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{
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}
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public override OppositionGroup OppositionGroup
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{
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get{ return OppositionGroup.FeyAndUndead; }
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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