ServUO Version
Publish 57
Ultima Expansion
Endless Journey
using System;
using System.Collections.Generic;
using Server.Engines.BulkOrders;

namespace Server.Mobiles
{
public class DwaftBlacksmith : BaseVendor
{
private readonly List<SBInfo> m_SBInfos = new List<SBInfo>();
protected override List<SBInfo> SBInfos
{
get
{
return m_SBInfos;
}
}

public override NpcGuild NpcGuild
{
get
{
return NpcGuild.BlacksmithsGuild;
}
}

[Constructable]
public DwaftBlacksmith()
: base("the blacksmith")
{
SetSkill(SkillName.ArmsLore, 36.0, 68.0);
SetSkill(SkillName.Blacksmith, 65.0, 88.0);
SetSkill(SkillName.Fencing, 60.0, 83.0);
SetSkill(SkillName.Macing, 61.0, 93.0);
SetSkill(SkillName.Swords, 60.0, 83.0);
SetSkill(SkillName.Parry, 61.0, 93.0);
Karma = 30000;
Body = 1232;
this.FightMode = FightMode.Evil;
this.AI = AIType.AI_Paladin2;


SetStr(1100, 1200);
SetDex(250, 300);
SetInt(1100, 1200);
SetHits(2500, 3000);
SetMana(1500, 2000);

SetDamageType(ResistanceType.Physical, 100);

SetResistance(ResistanceType.Physical, 70, 70);
SetResistance(ResistanceType.Fire, 70, 70);
SetResistance(ResistanceType.Cold, 70, 70);
SetResistance(ResistanceType.Poison, 70, 70);
SetResistance(ResistanceType.Energy, 70, 70);

SetSkill(SkillName.Necromancy, 200.0, 200.0);
SetSkill(SkillName.SpiritSpeak, 200.0, 200.0);
SetSkill(SkillName.Tactics, 250.0, 300.0);
SetSkill(SkillName.Wrestling, 250.0, 300.0);
}

public override bool InitialInnocent { get { return true; } }


public override void InitSBInfo()
{
this.SBInfos.Add(new SBDwarf());
}

public override VendorShoeType ShoeType
{
get
{
return VendorShoeType.None;
}
}

public override void InitOutfit()
{
Item item = (Utility.RandomBool() ? null : new Server.Items.RingmailChest());

if (item != null && !EquipItem(item))
{
item.Delete();
item = null;
}

if (item == null)
AddItem(new Server.Items.FullApron());

AddItem(new Server.Items.Bascinet());
AddItem(new Server.Items.SmithHammer());

base.InitOutfit();
}

public DwaftBlacksmith(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();
}
}
}
I have two questions.
Here's the first question. For example, if a player attacks a blue NPC, it becomes a criminal state. However, when attacking a blue monster, a warning window appears, but it does not become a criminal. Where do I fix to become a criminal when attacking a blue monster? Above is the script of the monster I'm using. Here's the second question. The above script is from NPC, which is a Blacksmith award. Is there a way to allow NPC not to sell when criminals or murderers attempt to buy things?
 
Notoriety.cs

For the vendor thingy.. 2 clues,
Some healers wont resurrect red players.
Some bankers wont allow red players to open their bank.

Have fun :)
 
Notoriety.cs

For the vendor thingy.. 2 clues,
Some healers wont resurrect red players.
Some bankers wont allow red players to open their bank.

Have fun :)
Thank you for your answer. Problem number 1 was solved at PlayerMobile.cs . I need to study the question number 2 more. Thank you.
 
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