#region Header // ********** // ServUO - Paladin.cs // ********** #endregion #region References using System.Collections.Generic; using Server.Items; #endregion namespace Server.Mobiles { public class Paladin : BaseCreature { [Constructable] public Paladin() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, .2, .4) { SetStr(100); SetDex(150); SetInt(40); Body = 0x190; Name = NameList.RandomName("male"); Title = "the Paladin"; Hue = Race.RandomSkinHue(); switch (Utility.Random(5)) { case 0: SetWearable(new Helmet()); break; case 1: SetWearable(new NorseHelm()); break; case 2: SetWearable(new PlateHelm()); break; case 3: SetWearable(new Bascinet()); break; case 4: SetWearable(new ChainCoif()); break; } SetWearable(new PlateLegs()); SetWearable(new PlateArms()); SetWearable(new PlateGloves()); SetWearable(new PlateChest()); SetWearable(new StuddedGorget()); SetWearable(new VikingSword()); SetWearable(new MetalKiteShield(), 1158); switch (Utility.Random(3)) { case 0: SetWearable(new Tunic(), GetRandomHue()); break; case 1: SetWearable(new Doublet(), GetRandomHue()); break; case 2: SetWearable(new BodySash(), GetRandomHue()); break; } SetSkill(SkillName.Swords, 120); SetSkill(SkillName.Tactics, 120); SetSkill(SkillName.Anatomy, 120); SetSkill(SkillName.MagicResist, 120); } public virtual int GetRandomHue() { switch (Utility.Random(5)) { default: case 0: return Utility.RandomBlueHue(); case 1: return Utility.RandomGreenHue(); case 2: return Utility.RandomRedHue(); case 3: return Utility.RandomYellowHue(); case 4: return Utility.RandomNeutralHue(); } } public Paladin(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }