using System.Collections.Generic; using Server.Items; namespace Server.Mobiles { public class KeeperOfChivalry : BaseVendor { private List m_SBInfos = new List(); protected override List SBInfos => m_SBInfos; [Constructible] public KeeperOfChivalry() : base( "the Keeper of Chivalry" ) { SetSkill( SkillName.Fencing, 75.0, 85.0 ); SetSkill( SkillName.Macing, 75.0, 85.0 ); SetSkill( SkillName.Swords, 75.0, 85.0 ); SetSkill( SkillName.Chivalry, 100.0 ); } public override void InitSBInfo() { m_SBInfos.Add( new SBKeeperOfChivalry() ); } public override void InitOutfit() { AddItem( new PlateArms() ); AddItem( new PlateChest() ); AddItem( new PlateGloves() ); AddItem( new StuddedGorget() ); AddItem( new PlateLegs() ); switch ( Utility.Random( 4 ) ) { case 0: AddItem( new PlateHelm() ); break; case 1: AddItem( new NorseHelm() ); break; case 2: AddItem( new CloseHelm() ); break; case 3: AddItem( new Helmet() ); break; } switch ( Utility.Random( 3 ) ) { case 0: AddItem( new BodySash( 0x482 ) ); break; case 1: AddItem( new Doublet( 0x482 ) ); break; case 2: AddItem( new Tunic( 0x482 ) ); break; } AddItem( new Broadsword() ); Item shield = new MetalKiteShield(); shield.Hue = Utility.RandomNondyedHue(); AddItem( shield ); switch ( Utility.Random( 2 ) ) { case 0: AddItem( new Boots() ); break; case 1: AddItem( new ThighBoots() ); break; } PackGold( 100, 200 ); } public KeeperOfChivalry( 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(); } } }