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;
			Karma = -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();
		}
	}
}