RunUO/Scripts/Mobiles/Townfolk/Samurai.cs

94 lines
2.2 KiB
C#

using System;
using Server;
using Server.Items;
namespace Server.Mobiles
{
public class Samurai : BaseCreature
{
public override bool CanTeach{ get{ return true; } }
public override bool ClickTitle{ get{ return false; } }
[Constructable]
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 = Utility.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 void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
}
}
}