using System; using Server.Items; using Server.Mobiles; namespace Server.Engines.Quests.Haven { public class MansionGuard : BaseQuester { [Constructable] public MansionGuard() : base("the Mansion Guard") { } public MansionGuard(Serial serial) : base(serial) { } public override void InitBody() { this.InitStats(100, 100, 25); this.Hue = Utility.RandomSkinHue(); this.Female = false; this.Body = 0x190; this.Name = NameList.RandomName("male"); } public override void InitOutfit() { this.AddItem(new PlateChest()); this.AddItem(new PlateArms()); this.AddItem(new PlateGloves()); this.AddItem(new PlateLegs()); Utility.AssignRandomHair(this); Utility.AssignRandomFacialHair(this, this.HairHue); Bardiche weapon = new Bardiche(); weapon.Movable = false; this.AddItem(weapon); } public override int GetAutoTalkRange(PlayerMobile pm) { return 3; } public override bool CanTalkTo(PlayerMobile to) { return (to.Quest == null && QuestSystem.CanOfferQuest(to, typeof(UzeraanTurmoilQuest))); } public override void OnTalk(PlayerMobile player, bool contextMenu) { if (player.Quest == null && QuestSystem.CanOfferQuest(player, typeof(UzeraanTurmoilQuest))) { this.Direction = this.GetDirectionTo(player); new UzeraanTurmoilQuest(player).SendOffer(); } } 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(); } } }