using Server.Items; using Server.Engines.MLQuests; namespace Server.Mobiles.Townfolk { public class Prisoner : BaseEscortable { [Constructible] public Prisoner() { Title = Female ? "the noblewoman" : "the nobleman"; CantWalk = true; IsPrisoner = true; } public override bool CanTeach => true; public override bool ClickTitle => false; public override void InitOutfit() { if ( Female ) { AddItem( new FancyDress( Utility.RandomNondyedHue() ) ); } else { AddItem( new FancyShirt( Utility.RandomNondyedHue() ) ); AddItem( new LongPants( Utility.RandomNondyedHue() ) ); } if ( Utility.RandomBool() ) AddItem( new Boots() ); else AddItem( new ThighBoots() ); Utility.AssignRandomHair( this ); Utility.AssignRandomFacialHair( this, HairHue ); } public override void Shout( PlayerMobile pm ) { /* * 502261 - HELP! * 502262 - Help me! * 502263 - Canst thou aid me?! * 502264 - Help a poor prisoner! * 502265 - Help! Please! * 502266 - Aaah! Help me! * 502267 - Go and get some help! */ MLQuestSystem.Tell( this, pm, Utility.Random( 502261, 7 ) ); } public override void OnMovement( Mobile m, Point3D oldLocation ) { base.OnMovement( m, oldLocation ); if ( CantWalk && InRange( m, 1 ) && !InRange( oldLocation, 1 ) && ( !m.Hidden || m.AccessLevel == AccessLevel.Player ) ) Say( 502268 ); // Quickly, I beg thee! Unlock my chains! If thou dost look at me close thou canst see them. } public Prisoner( 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(); } } }