using Server.Items;

namespace Server.Mobiles
{
	[CorpseName( "a skeletal corpse" )]
	public class SkeletalKnight : BaseCreature
	{
		[Constructable]
		public SkeletalKnight() : base( AIType.AI_SphereMelee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Name = "Skeletal Knight";
			Body = 147;
			BaseSoundID = 451;

			SetStr( 196, 250 );
			SetDex( 76, 95 );
			SetInt( 36, 60 );

			SetHits( 118, 150 );

			SetDamage( 8, 18 );

			SetDamageType( ResistanceType.Physical, 40 );
			SetDamageType( ResistanceType.Cold, 60 );

			SetResistance( ResistanceType.Physical, 35, 45 );
			SetResistance( ResistanceType.Fire, 20, 30 );
			SetResistance( ResistanceType.Cold, 50, 60 );
			SetResistance( ResistanceType.Poison, 20, 30 );
			SetResistance( ResistanceType.Energy, 30, 40 );

			SetSkill( SkillName.MagicResist, 65.1, 80.0 );
			SetSkill( SkillName.Tactics, 85.1, 100.0 );
			SetSkill( SkillName.Wrestling, 85.1, 95.0 );

			Fame = 3000;

			VirtualArmor = 40;

			switch ( Utility.Random( 6 ) )
			{
				case 0: PackItem( new PlateArms() ); break;
				case 1: PackItem( new PlateChest() ); break;
				case 2: PackItem( new PlateGloves() ); break;
				case 3: PackItem( new PlateGorget() ); break;
				case 4: PackItem( new PlateLegs() ); break;
				case 5: PackItem( new PlateHelm() ); break;
			}

			PackItem( new Scimitar() );
			PackItem( new WoodenShield() );
		}

		public override void GenerateLoot()
		{
			AddLoot( LootPack.Average );
            PackGold(100, 150);
            AddItem(new Bone(Utility.RandomMinMax(2, 3)));
		}

		public override bool BleedImmune{ get{ return true; } }

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

		public override OppositionGroup OppositionGroup
		{
			get{ return OppositionGroup.FeyAndUndead; }
		}

		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();
		}
	}
}