ModernUO/Scripts/Mobiles/Townfolk/Messenger.cs
eos 35fbffdb51 ML quest system; first SVN release.
Secondary changes:
- Region fixes, mainly for New Haven.
- Recipe system changes.
- Enabled ML craftables.
- Dyeing/cutting restrictions for quest items.
- Moved IsInvulnerable from BaseVendor to BaseCreature.
- Moved RandomBrightHue to Utility.
- Items no longer decay when attached to a spawner.
- Quest item hue is now faked through packets, instead of overriding Hue.
- Re-enabled item drag effects for SA clients.
- Fixed AssignRandomFacialHair bug in Utility.
- Added random hue comments to Utility.
2013-02-03 01:05:17 +00:00

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2 KiB
C#

using System;
using Server;
using Server.Items;
using EDI = Server.Mobiles.EscortDestinationInfo;
namespace Server.Mobiles
{
public class Messenger : BaseEscortable
{
[Constructable]
public Messenger()
{
Title = "the messenger";
}
public override bool CanTeach{ get{ return true; } }
public override bool ClickTitle{ get{ return false; } } // Do not display 'the messenger' when single-clicking
private static int GetRandomHue()
{
switch ( Utility.Random( 6 ) )
{
default:
case 0: return 0;
case 1: return Utility.RandomBlueHue();
case 2: return Utility.RandomGreenHue();
case 3: return Utility.RandomRedHue();
case 4: return Utility.RandomYellowHue();
case 5: return Utility.RandomNeutralHue();
}
}
public override void InitOutfit()
{
if ( Female )
AddItem( new PlainDress() );
else
AddItem( new Shirt( GetRandomHue() ) );
int lowHue = GetRandomHue();
AddItem( new ShortPants( lowHue ) );
if ( Female )
AddItem( new Boots( lowHue ) );
else
AddItem( new Shoes( lowHue ) );
//if ( !Female )
//AddItem( new BodySash( lowHue ) );
//AddItem( new Cloak( GetRandomHue() ) );
//if ( !Female )
//AddItem( new Longsword() );
switch ( Utility.Random( 4 ) )
{
case 0: AddItem( new ShortHair( Utility.RandomHairHue() ) ); break;
case 1: AddItem( new TwoPigTails( Utility.RandomHairHue() ) ); break;
case 2: AddItem( new ReceedingHair( Utility.RandomHairHue() ) ); break;
case 3: AddItem( new KrisnaHair( Utility.RandomHairHue() ) ); break;
}
PackGold( 200, 250 );
}
public Messenger( 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();
}
}
}