using System; using Server.Items; namespace Server.Mobiles { public class Noble : BaseEscortable { [Constructable] public Noble() { this.Title = "the noble"; this.SetSkill(SkillName.Parry, 80.0, 100.0); this.SetSkill(SkillName.Swords, 80.0, 100.0); this.SetSkill(SkillName.Tactics, 80.0, 100.0); } public Noble(Serial serial) : base(serial) { } public override bool CanTeach { get { return true; } } public override bool ClickTitle { get { return false; } }// Do not display 'the noble' when single-clicking public override void InitOutfit() { if (this.Female) this.AddItem(new FancyDress()); else this.AddItem(new FancyShirt(GetRandomHue())); int lowHue = GetRandomHue(); this.AddItem(new ShortPants(lowHue)); if (this.Female) this.AddItem(new ThighBoots(lowHue)); else this.AddItem(new Boots(lowHue)); if (!this.Female) this.AddItem(new BodySash(lowHue)); this.AddItem(new Cloak(GetRandomHue())); if (!this.Female) this.AddItem(new Longsword()); Utility.AssignRandomHair(this); this.PackGold(200, 250); } 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(); } private static int GetRandomHue() { switch ( Utility.Random(6) ) { default: case 0: return 0; case 1: return Utility.RandomBlueHue(); case 2: return Utility.RandomGreenHue(); case 3: return Utility.RandomRedHue(); case 4: return Utility.RandomYellowHue(); case 5: return Utility.RandomNeutralHue(); } } } }