using ModernUO.Serialization; using Server.Items; namespace Server.Mobiles; [SerializationGenerator(0)] public partial class Samurai : BaseCreature { [Constructible] public Samurai() : base(AIType.AI_Melee, FightMode.Aggressor) { Title = "the samurai"; InitStats(100, 100, 25); SetSkill(SkillName.ArmsLore, 64.0, 80.0); SetSkill(SkillName.Bushido, 64.0, 85.0); SetSkill(SkillName.Parry, 64.0, 80.0); SetSkill(SkillName.Swords, 64.0, 85.0); SetSpeed(0.2, 0.4); SpeechHue = Utility.RandomDyedHue(); Hue = Race.Human.RandomSkinHue(); if (Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); } else { Body = 0x190; Name = NameList.RandomName("male"); } switch (Utility.Random(3)) { case 0: { AddItem(new Lajatang()); break; } case 1: { AddItem(new Wakizashi()); break; } case 2: { AddItem(new NoDachi()); break; } } switch (Utility.Random(3)) { case 0: { AddItem(new LeatherSuneate()); break; } case 1: { AddItem(new PlateSuneate()); break; } case 2: { AddItem(new StuddedHaidate()); break; } } switch (Utility.Random(4)) { case 0: { AddItem(new LeatherJingasa()); break; } case 1: { AddItem(new ChainHatsuburi()); break; } case 2: { AddItem(new HeavyPlateJingasa()); break; } case 3: { AddItem(new DecorativePlateKabuto()); break; } } AddItem(new LeatherDo()); AddItem(new LeatherHiroSode()); AddItem(new SamuraiTabi(Utility.RandomNondyedHue())); // TODO: Hue var hairHue = Utility.RandomNondyedHue(); Utility.AssignRandomHair(this, hairHue); if (Utility.Random(7) != 0) { Utility.AssignRandomFacialHair(this, hairHue); } PackGold(250, 300); } public override bool CanTeach => true; public override bool ClickTitle => false; }