using Server.Items; namespace Server.Mobiles { public class FortuneTeller : BaseHealer { [Constructible] 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 FortuneTeller(Serial serial) : base(serial) { } public override bool CanTeach => true; public override bool IsActiveVendor => true; public override bool IsInvulnerable => 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; } public override void InitSBInfo() { SBInfos.Add(new SBMage()); SBInfos.Add(new SBFortuneTeller()); } public override int GetRobeColor() { return Utility.RandomBrightHue(); } public override void InitOutfit() { base.InitOutfit(); switch (Utility.Random(3)) { case 0: AddItem(new SkullCap(Utility.RandomBrightHue())); break; case 1: AddItem(new WizardsHat(Utility.RandomBrightHue())); break; case 2: AddItem(new Bandana(Utility.RandomBrightHue())); break; } AddItem(new Spellbook()); } 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(); } } }