using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a bone demon corpse" )] public class BoneDemon : BaseCreature { [Constructable] public BoneDemon() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a bone demon"; Body = 308; BaseSoundID = 0x48D; SetStr( 1000 ); SetDex( 151, 175 ); SetInt( 171, 220 ); SetHits( 3600 ); SetDamage( 34, 36 ); SetDamageType( ResistanceType.Physical, 50 ); SetDamageType( ResistanceType.Cold, 50 ); SetResistance( ResistanceType.Physical, 75 ); SetResistance( ResistanceType.Fire, 60 ); SetResistance( ResistanceType.Cold, 90 ); SetResistance( ResistanceType.Poison, 100 ); SetResistance( ResistanceType.Energy, 60 ); SetSkill( SkillName.DetectHidden, 80.0 ); SetSkill( SkillName.EvalInt, 77.6, 87.5 ); SetSkill( SkillName.Magery, 77.6, 87.5 ); SetSkill( SkillName.Meditation, 100.0 ); SetSkill( SkillName.MagicResist, 50.1, 75.0 ); SetSkill( SkillName.Tactics, 100.0 ); SetSkill( SkillName.Wrestling, 100.0 ); Fame = 20000; Karma = -20000; VirtualArmor = 44; } public override void GenerateLoot() { AddLoot( LootPack.FilthyRich, 8 ); } public override bool BardImmune { get { return !Core.SE; } } public override bool Unprovokable { get { return Core.SE; } } public override bool AreaPeaceImmune { get { return Core.SE; } } public override Poison PoisonImmune{ get{ return Poison.Lethal; } } public override int TreasureMapLevel{ get{ return 1; } } public BoneDemon( Serial serial ) : base( serial ) { } 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(); } } }