using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "a wisp corpse" )] public class ShadowWisp : BaseCreature { [Constructable] public ShadowWisp() : base( AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.3, 0.6 ) { Name = "a shadow wisp"; Body = 165; BaseSoundID = 466; SetStr( 16, 40 ); SetDex( 16, 45 ); SetInt( 11, 25 ); SetHits( 10, 24 ); SetDamage( 5, 10 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 15, 20 ); SetResistance( ResistanceType.Fire, 5, 10 ); SetResistance( ResistanceType.Poison, 5, 10 ); SetResistance( ResistanceType.Energy, 15, 20 ); SetSkill( SkillName.EvalInt, 40.0 ); SetSkill( SkillName.Magery, 50.0 ); SetSkill( SkillName.Meditation, 40.0 ); SetSkill( SkillName.MagicResist, 10.0 ); SetSkill( SkillName.Tactics, 0.1, 15.0 ); SetSkill( SkillName.Wrestling, 25.1, 40.0 ); Fame = 500; VirtualArmor = 18; AddItem( new LightSource() ); 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 ShadowWisp( Serial serial ) : base( serial ) { } public override OppositionGroup OppositionGroup { get{ return OppositionGroup.FeyAndUndead; } } 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(); } } }