using Server.Mobiles; using Server.Items; namespace Server.Engines.Quests.Samurai { public class YoungRonin : BaseCreature { public override string CorpseName => "a young ronin's corpse"; public override string DefaultName => "a young ronin"; [Constructible] public YoungRonin() : base( AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4 ) { InitStats( 45, 30, 5 ); SetHits( 10, 20 ); Hue = Utility.RandomSkinHue(); Body = 0x190; Utility.AssignRandomHair( this ); Utility.AssignRandomFacialHair( this ); AddItem( new LeatherDo() ); AddItem( new LeatherHiroSode() ); AddItem( new SamuraiTabi() ); switch ( Utility.Random( 3 ) ) { case 0: AddItem( new StuddedHaidate() ); break; case 1: AddItem( new PlateSuneate() ); break; default: AddItem( new LeatherSuneate() ); break; } AddItem( new Bandana( Utility.RandomNondyedHue() ) ); switch ( Utility.Random( 3 ) ) { case 0: AddItem( new NoDachi() ); break; case 1: AddItem( new Lajatang() ); break; default: AddItem( new Wakizashi() ); break; } SetSkill( SkillName.Swords, 50.0 ); SetSkill( SkillName.Tactics, 50.0 ); } public override bool AlwaysMurderer => true; public YoungRonin( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.WriteEncodedInt( 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); } } }