using System; using Server; using Server.Mobiles; using Server.Items; using Server.Engines.Quests; namespace Server.Engines.Quests.Haven { public class MansionGuard : BaseQuester { [Constructable] public MansionGuard() : base( "the Mansion Guard" ) { } public override void InitBody() { InitStats( 100, 100, 25 ); Hue = Utility.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 MansionGuard( 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(); } } }