using System; using System.Collections; using Server; using Server.Items; namespace Server.Mobiles { public class RangerGuildmaster : BaseGuildmaster { public override NpcGuild NpcGuild{ get{ return NpcGuild.RangersGuild; } } [Constructable] public RangerGuildmaster() : base( "ranger" ) { SetSkill( SkillName.Hiding, 75.0, 98.0 ); SetSkill( SkillName.MagicResist, 75.0, 98.0 ); SetSkill( SkillName.Tactics, 65.0, 88.0 ); SetSkill( SkillName.Archery, 90.0, 100.0 ); SetSkill( SkillName.Tracking, 90.0, 100.0 ); SetSkill( SkillName.Stealth, 60.0, 83.0 ); SetSkill( SkillName.Fencing, 36.0, 68.0 ); SetSkill( SkillName.Swords, 45.0, 68.0 ); } public override void InitOutfit() { AddItem( new StuddedArms() ); AddItem( new StuddedChest() ); AddItem( new StuddedGloves() ); AddItem( new StuddedGorget() ); AddItem( new StuddedLegs() ); AddItem( new LeatherCap() ); AddItem( new Boots() ); switch ( Utility.Random( 4 ) ) { case 0: AddItem( new Bow() ); break; case 1: AddItem( new Bow() ); break; case 2: AddItem( new Crossbow() ); break; case 3: AddItem( new HeavyCrossbow() ); break; } } public override void InitSBInfo() { SBInfos.Add( new SBBowyer() ); SBInfos.Add( new SBRangedWeapon() ); SBInfos.Add( new SBLeatherArmor() ); SBInfos.Add( new SBStuddedArmor() ); SBInfos.Add( new SBGuildRanger() ); } public RangerGuildmaster( 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(); } } }