Anomaly
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		Hello, been scratching my head over this for a bit now. This compiles fine, does not crash my shard, and works. EXCEPT in cases regarding a player. 
For example, on my admin account if i say bounty it tells me how many kills i have essentially.
If i say pay, it tells me my kills * 2000, which is how much i have to pay to clean up my record.
Do the same on a test account, accesslevel player, no response from NPC. make player accesslevel seer, or anything remotely close to staff, it works. help?
	
	
	
	
	
	
	
	
		
			
			
			
			
			
		
	
	
	
		
	
	
		
	
				
			For example, on my admin account if i say bounty it tells me how many kills i have essentially.
If i say pay, it tells me my kills * 2000, which is how much i have to pay to clean up my record.
Do the same on a test account, accesslevel player, no response from NPC. make player accesslevel seer, or anything remotely close to staff, it works. help?
			
				Code:
			
		
		
		using System;
using Server.Items;
namespace Server.Mobiles
{
    public class Crookedguard : BaseCreature
    {
        [Constructable]
        public Crookedguard()
            : base(AIType.AI_Animal, FightMode.None, 10, 1, 0.2, 0.4)
        {
            this.InitStats(31, 41, 51);
            this.SpeechHue = Utility.RandomDyedHue();
           /* this.SetSkill(SkillName.DetectHidden, 65, 88);
            this.SetSkill(SkillName., 65, 88);
            this.SetSkill(SkillName.Stealing, 65, 88);*/
            this.Hue = Utility.RandomSkinHue();
            if (this.Female = Utility.RandomBool())
            {
                this.Body = 0x191;
                this.Name = NameList.RandomName("female");
                this.Title = "the crooked guard";
            }
            else
            {
                this.Body = 0x190;
                this.Name = NameList.RandomName("male");
                this.Title = "the crooked guard";
            }
            this.AddItem(new Bandana(Utility.RandomDyedHue()));
            this.AddItem(new Longsword());
            this.AddItem(new RingmailArms());
            this.AddItem(new RingmailChest());
            this.AddItem(new RingmailGloves());
            this.AddItem(new RingmailLegs());
            Utility.AssignRandomHair(this);
            Container pack = new Backpack();
            pack.DropItem(new Gold(10, 783));
            pack.Movable = false;
            this.AddItem(pack);
        }
          
        public Crookedguard(Serial serial)
            : base(serial)
        {
        }
       
public override void OnSpeech( SpeechEventArgs args )
           {
           PlayerMobile mobile = args.Mobile as PlayerMobile;
           //Mobile mobile = args.Mobile as PlayerMobile;
            if ( args.Speech.ToLower().IndexOf("bounty") >= 0)
            {
                this.Direction =  GetDirectionTo( args.Mobile.Location );
               this.Say("You currently have a bounty for {0} murders...", mobile.Kills); //   
            }
            else if ( args.Speech.ToLower().IndexOf( "pay" ) >= 0)
            {
                this.Direction =  GetDirectionTo( args.Mobile.Location );
                this.Say("For {0} gold, I will wipe your slate clean...", mobile.Kills * 2000);
            }           
           
            }
       
        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();
        }
    }
} 
				 
 
		 
 
		 
			
		
	
	
		 
			
		
	
	
		 
			
		
	
	
		 
 
		