using Server.Items; namespace Server.Mobiles { public class Samurai : BaseCreature { public override bool CanTeach => true; public override bool ClickTitle => false; [Constructible] public Samurai() : base( AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4 ) { 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 ); SpeechHue = Utility.RandomDyedHue(); Hue = Utility.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 int hairHue = Utility.RandomNondyedHue(); Utility.AssignRandomHair( this, hairHue ); if ( Utility.Random( 7 ) != 0 ) Utility.AssignRandomFacialHair( this, hairHue ); PackGold( 250, 300 ); } public Samurai( 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(); } } }