using System; using System.Collections.Generic; using Server.Items; namespace Server.Mobiles { public class Necromancer : BaseVendor { private readonly List m_SBInfos = new List(); [Constructable] public Necromancer() : base( "the Necromancer" ) { SetSkill( SkillName.EvalInt, 80.0, 100.0 ); SetSkill( SkillName.Inscribe, 80.0, 100.0 ); SetSkill( SkillName.Necromancy, 80.0, 100.0 ); SetSkill( SkillName.Meditation, 80.0, 100.0 ); SetSkill( SkillName.MagicResist, 80.0, 100.0 ); Hue = 0x3C6; } public Necromancer(Serial serial) : base(serial) { } protected override List SBInfos { get { return this.m_SBInfos; } } public override void InitSBInfo() { m_SBInfos.Add( new SBNecromancer() ); } public override void InitOutfit() { base.InitOutfit(); AddItem( new Server.Items.Shoes( 0x151 ) ); AddItem( new Server.Items.Robe( 0x455 ) ); AddItem( new Server.Items.FancyShirt( 0x455 ) ); Item hair = new Item( Utility.RandomList( 0x203B, 0x2049, 0x2048, 0x204A ) ); hair.Hue = 0x3c6; hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); Item beard = new Item( 0x0 ); beard.Layer = Layer.FacialHair; AddItem( beard ); } 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(); } } }