using System; using System.Collections; using Server; using Server.Items; namespace Server.Mobiles { public class AssassinGuildmaster : BaseGuildmaster { public override NpcGuild NpcGuild{ get{ return NpcGuild.AssassinsGuild; } } [Constructable] public AssassinGuildmaster() : base( "assassin" ) { SetSkill( SkillName.Hiding, 65.0, 88.0 ); SetSkill( SkillName.Poisoning, 60.0, 83.0 ); SetSkill( SkillName.Fencing, 75.0, 98.0 ); SetSkill( SkillName.Stealth, 85.0, 100.0 ); SetSkill( SkillName.Tactics, 85.0, 100.0 ); } public override void InitOutfit() { int color = 0x966; Item L1 = new LeatherArms(); L1.Hue = color; Item L2 = new LeatherChest(); L2.Hue = color; Item L3 = new LeatherGloves(); L3.Hue = color; Item L4 = new LeatherGorget(); L4.Hue = color; Item L5 = new LeatherLegs(); L5.Hue = color; AddItem( L1 ); AddItem( L2 ); AddItem( L3 ); AddItem( L4 ); AddItem( L5 ); AddItem( new Hood( color ) ); AddItem( new Dagger() ); AddItem( new Boots() ); } public override void InitSBInfo() { SBInfos.Add( new SBAssassin() ); SBInfos.Add( new SBKnifeWeapon() ); SBInfos.Add( new SBLeatherArmor() ); SBInfos.Add( new SBStuddedArmor() ); } public override void SayWelcomeTo( Mobile m ) { SayTo( m, 1008053 ); // Welcome to the guild! Stay to the shadows, friend. } public AssassinGuildmaster( 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(); } } }