using System; using Server; using Server.Items; namespace Server.Mobiles { [CorpseName( "Corpse Of The Crazy Man" )] public class CrazyMan : BaseCreature { public override bool ShowFameTitle{ get{ return false; } } [Constructable] public CrazyMan() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "CrazyMan"; Title = "[The Crazy Bastard]"; Body = 400; Hue = 33770; BaseSoundID = 1072; SetStr( 426, 531 ); SetDex( 200, 300 ); SetInt( 200, 250 ); SetHits( 5000, 10000 ); SetDamage( 20, 50 ); SetDamageType( ResistanceType.Physical, 100 ); SetDamageType( ResistanceType.Cold, 100 ); SetDamageType( ResistanceType.Fire, 100 ); SetResistance( ResistanceType.Physical, 50, 100 ); SetResistance( ResistanceType.Energy, 50, 100 ); SetResistance( ResistanceType.Poison, 50, 100 ); SetResistance( ResistanceType.Cold, 50, 100 ); SetResistance( ResistanceType.Fire, 50, 100 ); SetSkill( SkillName.Wrestling, 95.1, 100.0 ); SetSkill( SkillName.Anatomy, 95.1, 100.0 ); SetSkill( SkillName.MagicResist, 95.1, 100.0 ); SetSkill( SkillName.Swords, 95.1, 100.0 ); SetSkill( SkillName.Tactics, 95.1, 100.0 ); SetSkill( SkillName.Parry, 95.1, 100.0 ); SetSkill( SkillName.Focus, 95.1, 100.0 ); Fame = 25000; Karma = -25000; VirtualArmor = 40; PackGold( 800, 850 ); Bandana hat = new Bandana(); hat.Hue = 1; hat.Movable = false; AddItem( hat ); LeatherGloves gloves = new LeatherGloves(); gloves.Hue = 1; gloves.Movable = false; AddItem( gloves ); LeatherSkirt skirt = new LeatherSkirt(); skirt.Hue = 1; skirt.Movable = false; AddItem( skirt ); Item hair = new Item( Utility.RandomList( 8265 ) ); hair.Hue = 1153; hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); switch ( Utility.Random( 30 ) ) { case 0: PackItem( new CrazySword() ); break; case 1: PackItem( new CrazyChest() ); break; case 2: PackItem( new CrazyGorget() ); break; case 3: PackItem( new CrazyGloves() ); break; case 4: PackItem( new CrazyArms() ); break; case 5: PackItem( new CrazyLegs() ); break; case 6: PackItem( new CrazyHelm() ); break; case 7: PackItem( new CrazyRing() ); break; } } public override bool AlwaysAttackable{ get{ return true; } } public override void GenerateLoot() { AddLoot( LootPack.Rich, 2 ); } public CrazyMan( 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(); } } }