using Server.Items; using Server.Mobiles; namespace Server.Engines.Quests.Haven { public class MansionGuard : BaseQuester { [Constructible] public MansionGuard() : base("the Mansion Guard") { } public MansionGuard(Serial serial) : base(serial) { } public override void InitBody() { InitStats(100, 100, 25); Hue = Race.Human.RandomSkinHue(); Female = false; Body = 0x190; Name = NameList.RandomName("male"); } public override void InitOutfit() { AddItem(new PlateChest()); AddItem(new PlateArms()); AddItem(new PlateGloves()); AddItem(new PlateLegs()); Utility.AssignRandomHair(this); Utility.AssignRandomFacialHair(this, HairHue); Bardiche weapon = new Bardiche(); weapon.Movable = false; AddItem(weapon); } public override int GetAutoTalkRange(PlayerMobile pm) { return 3; } public override bool CanTalkTo(PlayerMobile to) { return to.Quest == null && QuestSystem.CanOfferQuest(to, typeof(UzeraanTurmoilQuest)); } public override void OnTalk(PlayerMobile player, bool contextMenu) { if (player.Quest == null && QuestSystem.CanOfferQuest(player, typeof(UzeraanTurmoilQuest))) { Direction = GetDirectionTo(player); new UzeraanTurmoilQuest(player).SendOffer(); } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }