using System; using System.Collections; using Server; using Server.Items; namespace Server.Mobiles { public class WarriorGuildmaster : BaseGuildmaster { public override NpcGuild NpcGuild{ get{ return NpcGuild.WarriorsGuild; } } [Constructable] public WarriorGuildmaster() : base( "warrior" ) { SetSkill( SkillName.Parry, 85.0, 100.0 ); SetSkill( SkillName.MagicResist, 60.0, 83.0 ); SetSkill( SkillName.Tactics, 85.0, 100.0 ); SetSkill( SkillName.Swords, 90.0, 100.0 ); SetSkill( SkillName.Bludgeoning, 60.0, 83.0 ); SetSkill( SkillName.Fencing, 60.0, 83.0 ); } public override void InitSBInfo() { SBInfos.Add( new SBMetalShields() ); SBInfos.Add( new SBPlateArmor() ); SBInfos.Add( new SBHelmetArmor() ); SBInfos.Add( new SBChainmailArmor() ); SBInfos.Add( new SBRingmailArmor() ); SBInfos.Add( new SBAxeWeapon() ); SBInfos.Add( new SBKnifeWeapon() ); SBInfos.Add( new SBMaceWeapon() ); SBInfos.Add( new SBPoleArmWeapon() ); SBInfos.Add( new SBSpearForkWeapon() ); SBInfos.Add( new SBSwordWeapon() ); } public override void InitOutfit() { AddItem( new PlateArms() ); AddItem( new PlateChest() ); AddItem( new PlateGloves() ); AddItem( new PlateGorget() ); AddItem( new PlateLegs() ); switch ( Utility.Random( 4 ) ) { case 0: AddItem( new PlateHelm() ); break; case 1: AddItem( new NorseHelm() ); break; case 2: AddItem( new CloseHelm() ); break; case 3: AddItem( new Helmet() ); break; } AddItem( new Broadsword() ); AddItem( new MetalShield() ); } public WarriorGuildmaster( 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(); } } }