using Server.Items; namespace Server.Mobiles { [CorpseName("a ballem corpse")] public class Ballem : BaseVoidCreature { public override VoidEvolution Evolution => VoidEvolution.Killing; public override int Stage => 2; [Constructable] public Ballem() : base(AIType.AI_Melee, 10, 1, 0.2, 0.4) { Name = "ballem"; Body = 304; Hue = 2071; BaseSoundID = 684; SetStr(991); SetDex(1001); SetInt(243); SetHits(500, 600); SetDamage(10, 15); SetDamageType(ResistanceType.Physical, 20); SetDamageType(ResistanceType.Fire, 20); SetDamageType(ResistanceType.Cold, 20); SetDamageType(ResistanceType.Poison, 20); SetDamageType(ResistanceType.Energy, 20); SetResistance(ResistanceType.Physical, 30, 50); SetResistance(ResistanceType.Fire, 40, 50); SetResistance(ResistanceType.Cold, 20, 30); SetResistance(ResistanceType.Poison, 100); SetResistance(ResistanceType.Energy, 30, 40); SetSkill(SkillName.MagicResist, 70.0, 80.0); SetSkill(SkillName.Tactics, 50.1, 60.0); SetSkill(SkillName.Wrestling, 70.1, 80.0); SetSkill(SkillName.Anatomy, 0.0, 10.0); Fame = 1800; Karma = -1800; SetWeaponAbility(WeaponAbility.CrushingBlow); } public Ballem(Serial serial) : base(serial) { } public override Poison PoisonImmune => Poison.Lethal; public override bool Unprovokable => true; public override bool BardImmune => true; public override bool CanRummageCorpses => true; public override bool BleedImmune => true; public override void GenerateLoot() { AddLoot(LootPack.Rich); AddLoot(LootPack.Average); AddLoot(LootPack.LootItem(15, true)); AddLoot(LootPack.LootItem(10.0)); } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); reader.ReadInt(); } } }