using System; using System.Collections; using Server.Items; using Server.ContextMenus; using Server.Misc; using Server.Network; namespace Server.Mobiles { public class Beguiled : BaseCreature { public override bool ClickTitle{ get{ return false; } } [Constructable] public Beguiled() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { SpeechHue = Utility.RandomDyedHue(); Name = "the beguiled"; Hue = 2207; Body = 400; BaseSoundID = 471; SetStr( 86, 100 ); SetDex( 81, 95 ); SetInt( 61, 75 ); SetDamage( 10, 23 ); SetSkill( SkillName.Fencing, 66.0, 97.5 ); SetSkill( SkillName.Macing, 65.0, 87.5 ); SetSkill( SkillName.MagicResist, 25.0, 47.5 ); SetSkill( SkillName.Swords, 65.0, 87.5 ); SetSkill( SkillName.Tactics, 65.0, 87.5 ); SetSkill( SkillName.Wrestling, 15.0, 37.5 ); Fame = 1000; Karma = -1000; AddItem( new Boots( Utility.RandomNeutralHue() ) ); AddItem( new FancyShirt()); AddItem( new LongPants()); AddItem( new Cap()); switch ( Utility.Random( 5 )) { case 0: AddItem( new Longsword() ); break; case 1: AddItem( new Axe() ); break; case 2: AddItem( new Broadsword() ); break; case 3: AddItem( new Dagger() ); break; case 4: AddItem( new Bokuto() ); break; } Utility.AssignRandomHair( this ); } public override void GenerateLoot() { AddLoot( LootPack.Average ); } public override bool AlwaysMurderer{ get{ return true; } } public Beguiled( 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(); } } }