using System; using System.Collections.Generic; using Server.Items; namespace Server.Mobiles { public class KeeperOfChivalry : BaseVendor { private readonly List m_SBInfos = new List(); [Constructable] public KeeperOfChivalry() : base("the Keeper of Chivalry") { this.SetSkill(SkillName.Fencing, 75.0, 85.0); this.SetSkill(SkillName.Macing, 75.0, 85.0); this.SetSkill(SkillName.Swords, 75.0, 85.0); this.SetSkill(SkillName.Chivalry, 100.0); } public KeeperOfChivalry(Serial serial) : base(serial) { } protected override List SBInfos { get { return this.m_SBInfos; } } public override void InitSBInfo() { this.m_SBInfos.Add(new SBKeeperOfChivalry()); } public override void InitOutfit() { this.AddItem(new PlateArms()); this.AddItem(new PlateChest()); this.AddItem(new PlateGloves()); this.AddItem(new StuddedGorget()); this.AddItem(new PlateLegs()); switch ( Utility.Random(4) ) { case 0: this.AddItem(new PlateHelm()); break; case 1: this.AddItem(new NorseHelm()); break; case 2: this.AddItem(new CloseHelm()); break; case 3: this.AddItem(new Helmet()); break; } switch ( Utility.Random(3) ) { case 0: this.AddItem(new BodySash(0x482)); break; case 1: this.AddItem(new Doublet(0x482)); break; case 2: this.AddItem(new Tunic(0x482)); break; } this.AddItem(new Broadsword()); Item shield = new MetalKiteShield(); shield.Hue = Utility.RandomNondyedHue(); this.AddItem(shield); switch ( Utility.Random(2) ) { case 0: this.AddItem(new Boots()); break; case 1: this.AddItem(new ThighBoots()); break; } this.PackGold(100, 200); } 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(); } } }