using System; using System.Collections; using Server; using Server.Items; namespace Server.Mobiles { public class FortuneTeller : BaseHealer { public override bool CanTeach{ get{ return true; } } public override bool CheckTeach( SkillName skill, Mobile from ) { if ( !base.CheckTeach( skill, from ) ) return false; return ( skill == SkillName.Anatomy ) || ( skill == SkillName.Healing ) || ( skill == SkillName.Forensics ) || ( skill == SkillName.SpiritSpeak ); } [Constructable] public FortuneTeller() { Title = "the fortune teller"; SetSkill( SkillName.Anatomy, 85.0, 100.0 ); SetSkill( SkillName.Healing, 90.0, 100.0 ); SetSkill( SkillName.Forensics, 75.0, 98.0 ); SetSkill( SkillName.SpiritSpeak, 65.0, 88.0 ); } public override bool IsActiveVendor{ get{ return true; } } public override bool IsInvulnerable{ get{ return true; } } public override void InitSBInfo() { SBInfos.Add( new SBMage() ); SBInfos.Add( new SBFortuneTeller() ); } public override int GetRobeColor() { return RandomBrightHue(); } public override void InitOutfit() { base.InitOutfit(); switch ( Utility.Random( 3 ) ) { case 0: AddItem( new SkullCap( RandomBrightHue() ) ); break; case 1: AddItem( new WizardsHat( RandomBrightHue() ) ); break; case 2: AddItem( new Bandana( RandomBrightHue() ) ); break; } AddItem( new Spellbook() ); } public FortuneTeller( 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(); } } }