#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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85
Scripts/Mobiles/Vendors/NPC/KeeperOfChivalry.cs
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85
Scripts/Mobiles/Vendors/NPC/KeeperOfChivalry.cs
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class KeeperOfChivalry : BaseVendor
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{
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private List<SBInfo> m_SBInfos = new List<SBInfo>();
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protected override List<SBInfo> SBInfos{ get { return m_SBInfos; } }
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[Constructable]
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public KeeperOfChivalry() : base( "the Keeper of Chivalry" )
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{
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SetSkill( SkillName.Fencing, 75.0, 85.0 );
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SetSkill( SkillName.Macing, 75.0, 85.0 );
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SetSkill( SkillName.Swords, 75.0, 85.0 );
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SetSkill( SkillName.Chivalry, 100.0 );
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}
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public override void InitSBInfo()
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{
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m_SBInfos.Add( new SBKeeperOfChivalry() );
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}
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public override void InitOutfit()
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{
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AddItem( new PlateArms() );
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AddItem( new PlateChest() );
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AddItem( new PlateGloves() );
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AddItem( new StuddedGorget() );
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AddItem( new PlateLegs() );
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switch ( Utility.Random( 4 ) )
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{
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case 0: AddItem( new PlateHelm() ); break;
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case 1: AddItem( new NorseHelm() ); break;
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case 2: AddItem( new CloseHelm() ); break;
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case 3: AddItem( new Helmet() ); break;
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}
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switch ( Utility.Random( 3 ) )
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{
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case 0: AddItem( new BodySash( 0x482 ) ); break;
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case 1: AddItem( new Doublet( 0x482 ) ); break;
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case 2: AddItem( new Tunic( 0x482 ) ); break;
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}
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AddItem( new Broadsword() );
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Item shield = new MetalKiteShield();
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shield.Hue = Utility.RandomNondyedHue();
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AddItem( shield );
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switch ( Utility.Random( 2 ) )
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{
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case 0: AddItem( new Boots() ); break;
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case 1: AddItem( new ThighBoots() ); break;
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}
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PackGold( 100, 200 );
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}
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public KeeperOfChivalry( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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