using Server.Items; namespace Server.Mobiles { public class Samurai : BaseCreature { [Constructible] public Samurai() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Title = "the samurai"; InitStats(100, 100, 25); SetSkill(SkillName.ArmsLore, 64.0, 80.0); SetSkill(SkillName.Bushido, 64.0, 85.0); SetSkill(SkillName.Parry, 64.0, 80.0); SetSkill(SkillName.Swords, 64.0, 85.0); SpeechHue = Utility.RandomDyedHue(); Hue = Race.Human.RandomSkinHue(); if (Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); } else { Body = 0x190; Name = NameList.RandomName("male"); } switch (Utility.Random(3)) { case 0: AddItem(new Lajatang()); break; case 1: AddItem(new Wakizashi()); break; case 2: AddItem(new NoDachi()); break; } switch (Utility.Random(3)) { case 0: AddItem(new LeatherSuneate()); break; case 1: AddItem(new PlateSuneate()); break; case 2: AddItem(new StuddedHaidate()); break; } switch (Utility.Random(4)) { case 0: AddItem(new LeatherJingasa()); break; case 1: AddItem(new ChainHatsuburi()); break; case 2: AddItem(new HeavyPlateJingasa()); break; case 3: AddItem(new DecorativePlateKabuto()); break; } AddItem(new LeatherDo()); AddItem(new LeatherHiroSode()); AddItem(new SamuraiTabi(Utility.RandomNondyedHue())); // TODO: Hue int hairHue = Utility.RandomNondyedHue(); Utility.AssignRandomHair(this, hairHue); if (Utility.Random(7) != 0) Utility.AssignRandomFacialHair(this, hairHue); PackGold(250, 300); } public Samurai(Serial serial) : base(serial) { } public override bool CanTeach => true; public override bool ClickTitle => false; public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.WriteEncodedInt(0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadEncodedInt(); } } }