using System; using Server.Mobiles; using Server.Items; namespace Server.Engines.Quests.Samurai { [CorpseName( "a cursed soul corpse" )] public class CursedSoul : BaseCreature { [Constructable] public CursedSoul() : base( AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4 ) { Name = "a cursed soul"; 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 void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.WriteEncodedInt( 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); } } }