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