using Server.Items;

namespace Server.Mobiles
{
	[CorpseName( "a gargoyle corpse" )]
	public class StoneGargoyle : BaseCreature
	{
		[Constructable]
		public StoneGargoyle() : base( AIType.AI_SphereMelee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Name = "Stone Gargoyle";
			Body = 67;
			BaseSoundID = 0x174;

			SetStr( 246, 275 );
			SetDex( 76, 95 );
			SetInt( 81, 105 );

			SetHits( 148, 165 );

			SetDamage( 11, 17 );

			SetDamageType( ResistanceType.Physical, 100 );

			SetResistance( ResistanceType.Physical, 45, 55 );
			SetResistance( ResistanceType.Fire, 20, 30 );
			SetResistance( ResistanceType.Cold, 10, 20 );
			SetResistance( ResistanceType.Poison, 30, 40 );
			SetResistance( ResistanceType.Energy, 30, 40 );

			SetSkill( SkillName.MagicResist, 85.1, 100.0 );
			SetSkill( SkillName.Tactics, 80.1, 100.0 );
			SetSkill( SkillName.Wrestling, 60.1, 100.0 );

			Fame = 4000;

			VirtualArmor = 50;

			PackItem( new IronIngot( 12 ) );

			//if ( 0.05 > Utility.RandomDouble() )
			//	PackItem( new GargoylesPickaxe() );
		}

		public override void GenerateLoot()
		{
			AddLoot( LootPack.Average );
            PackGold(300, 350);
			AddLoot( LootPack.Gems, 1 );
			AddLoot( LootPack.Potions );
            if (Utility.RandomDouble() <= 0.15)
                AddItem(new RandomAccWeap(1));
		}

		public override int TreasureMapLevel{ get{ return 2; } }

		public StoneGargoyle( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			writer.Write( 0 );
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			int version = reader.ReadInt();
		}
	}
}