using System; using System.Collections; using Server.Items; using Server.ContextMenus; using Server.Misc; using Server.Network; namespace Server.Mobiles { public class Brigand : BaseCreature { public override bool ClickTitle{ get{ return false; } } public override bool ShowFameTitle{ get{ return false; } } [Constructable] public Brigand() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { SpeechHue = Utility.RandomSpeechHue(); Hue = Utility.RandomSkinHue(); Clan = Clan.Humanoid; Title = "the brigand"; switch ( Utility.Random( 4 )) { case 0: Title = "the brigand"; break; case 1: Title = "the bandit"; break; case 2: Title = "the outlaw"; break; case 3: Title = "the robber"; break; } int hair = Utility.RandomHairHue(); if ( this.Female = Utility.RandomBool() ) { Body = 0x191; Name = NameList.RandomName( "female" ); } else { Body = 0x190; Name = NameList.RandomName( "male" ); if ( Utility.RandomBool() ){ Utility.AssignRandomFacialHair( this, hair ); } } Utility.AssignRandomHair( this, hair ); SetStr( 86, 100 ); SetDex( 81, 95 ); SetInt( 61, 75 ); SetDamage( 10, 23 ); SetSkill( SkillName.Fencing, 66.0, 97.5 ); SetSkill( SkillName.Bludgeoning, 65.0, 87.5 ); SetSkill( SkillName.MagicResist, 25.0, 47.5 ); SetSkill( SkillName.Swords, 65.0, 87.5 ); SetSkill( SkillName.Tactics, 65.0, 87.5 ); SetSkill( SkillName.HandToHand, 15.0, 37.5 ); Fame = 1000; Karma = -1000; Server.Misc.CitizenDressing.CitizenDress( this, 4 ); } public override void GenerateLoot() { AddLoot( LootPack.Average ); } public Brigand( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }