using System.Collections.Generic; using Server.Items; using Server.Mobiles; namespace Server.Factions { public class FactionBottleVendor : BaseFactionVendor { public FactionBottleVendor( Town town, Faction faction ) : base( town, faction, "the Bottle Seller" ) { SetSkill( SkillName.Alchemy, 85.0, 100.0 ); SetSkill( SkillName.TasteID, 65.0, 88.0 ); } public override void InitSBInfo() { SBInfos.Add( new SBFactionBottle() ); } public override VendorShoeType ShoeType => Utility.RandomBool() ? VendorShoeType.Shoes : VendorShoeType.Sandals; public override void InitOutfit() { base.InitOutfit(); AddItem( new Robe( Utility.RandomPinkHue() ) ); } public FactionBottleVendor( 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(); } } public class SBFactionBottle : SBInfo { private List m_BuyInfo = new InternalBuyInfo(); private IShopSellInfo m_SellInfo = new InternalSellInfo(); public SBFactionBottle() { } public override IShopSellInfo SellInfo => m_SellInfo; public override List BuyInfo => m_BuyInfo; public class InternalBuyInfo : List { public InternalBuyInfo() { for ( int i = 0; i < 5; ++i ) Add( new GenericBuyInfo( typeof( Bottle ), 5, 20, 0xF0E, 0 ) ); } } public class InternalSellInfo : GenericSellInfo { public InternalSellInfo() { } } } }