using ModernUO.Serialization; using Server.Items; namespace Server.Mobiles; [SerializationGenerator(0)] public partial class HireFighter : BaseHire { [Constructible] public HireFighter() { SpeechHue = Utility.RandomDyedHue(); Hue = Race.Human.RandomSkinHue(); if (Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); } else { Body = 0x190; Name = NameList.RandomName("male"); } Title = "the fighter"; HairItemID = Race.RandomHair(Female); HairHue = Race.RandomHairHue(); Race.RandomFacialHair(this); SetStr(91, 91); SetDex(91, 91); SetInt(50, 50); SetDamage(7, 14); SetSkill(SkillName.Tactics, 36, 67); SetSkill(SkillName.Magery, 22, 22); SetSkill(SkillName.Swords, 64, 100); SetSkill(SkillName.Parry, 60, 82); SetSkill(SkillName.Macing, 36, 67); SetSkill(SkillName.Focus, 36, 67); SetSkill(SkillName.Wrestling, 25, 47); Fame = 100; Karma = 100; switch (Utility.Random(2)) { case 0: { EquipItem(new Shoes(Utility.RandomNeutralHue())); break; } case 1: { EquipItem(new Boots(Utility.RandomNeutralHue())); break; } } EquipItem(new Shirt()); // Pick a random sword switch (Utility.Random(5)) { case 0: { EquipItem(new Longsword()); break; } case 1: { EquipItem(new Broadsword()); break; } case 2: { EquipItem(new VikingSword()); break; } case 3: { EquipItem(new BattleAxe()); break; } case 4: { EquipItem(new TwoHandedAxe()); break; } } // Pick a random shield if (FindItemOnLayer(Layer.TwoHanded) == null) { switch (Utility.Random(8)) { case 0: { EquipItem(new BronzeShield()); break; } case 1: { EquipItem(new HeaterShield()); break; } case 2: { EquipItem(new MetalKiteShield()); break; } case 3: { EquipItem(new MetalShield()); break; } case 4: { EquipItem(new WoodenKiteShield()); break; } case 5: { EquipItem(new WoodenShield()); break; } case 6: { EquipItem(new OrderShield()); break; } case 7: { EquipItem(new ChaosShield()); break; } } } switch (Utility.Random(5)) { case 0: { break; } case 1: { EquipItem(new Bascinet()); break; } case 2: { EquipItem(new CloseHelm()); break; } case 3: { EquipItem(new NorseHelm()); break; } case 4: { EquipItem(new Helmet()); break; } } // Pick some armour switch (Utility.Random(4)) { case 0: // Leather { EquipItem(new LeatherChest()); EquipItem(new LeatherArms()); EquipItem(new LeatherGloves()); EquipItem(new LeatherGorget()); EquipItem(new LeatherLegs()); break; } case 1: // Studded Leather { EquipItem(new StuddedChest()); EquipItem(new StuddedArms()); EquipItem(new StuddedGloves()); EquipItem(new StuddedGorget()); EquipItem(new StuddedLegs()); break; } case 2: // Ringmail { EquipItem(new RingmailChest()); EquipItem(new RingmailArms()); EquipItem(new RingmailGloves()); EquipItem(new RingmailLegs()); break; } case 3: // Chain { EquipItem(new ChainChest()); //EquipItem(new ChainCoif()); EquipItem(new ChainLegs()); break; } } PackGold(25, 100); } public override bool ClickTitle => false; }