Beispiel #1
0
        public override void InitOutfit()
        {
            AddItem(new Backpack());

            DeathRobe robe = new DeathRobe();

            robe.ItemID = 9863;
            SetWearable(robe);
        }
Beispiel #2
0
        public override void InitOutfit()
        {
            AddItem(new Backpack());

            var robe = new DeathRobe
            {
                ItemID = 9863
            };

            SetWearable(robe);
        }
Beispiel #3
0
        public override void OnDamagedBySpell(Mobile from)
        {
            if (from.Combatant == null)
            {
                return;
            }

            Mobile m = from.Combatant;

            if (m.Body == 58)
            {
                m.Say("I now own your soul!!!");
            }

            if (m.Body != from.Body)
            {
                m.BoltEffect(0);

                m.Body = from.Body;
                m.Hue  = from.Hue;
                m.Name = from.Name;

                m.Fame  = from.Fame;
                m.Karma = (0 - from.Karma);
                m.Title = from.Title;

                m.Str = from.Str;
                m.Int = from.Int;
                m.Dex = from.Dex;

                m.Hits = from.Hits + 2000;

                m.Dex  = from.Dex;
                m.Mana = from.Mana;
                m.Stam = from.Stam;

                m.Female = from.Female;

                m.VirtualArmor = (from.VirtualArmor + 95);

                Item hair = new Item(Utility.RandomList(8265));
                hair.Hue     = 1167;
                hair.Layer   = Layer.Hair;
                hair.Movable = false;
                m.AddItem(hair);

                Kasa hat = new Kasa();
                hat.Hue     = 1167;
                hat.Movable = false;
                m.AddItem(hat);

                DeathRobe robe = new DeathRobe();
                robe.Name    = "Death Robe";
                robe.Hue     = 1167;
                robe.Movable = false;
                m.AddItem(robe);

                Sandals sandals = new Sandals();
                sandals.Hue     = 1167;
                sandals.Movable = false;
                m.AddItem(sandals);

                BagOfAllReagents bag = new BagOfAllReagents();
                m.AddToBackpack(bag);

                m.BoltEffect(0);
            }
            switch (Utility.Random(5))
            {
            case 0: m.Say("We are now one with each other!!"); break;

            case 1: m.Say("Your weak spells have no effect on me, muahahaha!!"); break;

            case 2: m.Say("Your end is near young adventurer!!"); break;

            case 3: m.Say("Thou shalt not pass my post!!"); break;

            case 4: m.Say("I now own your soul!!!"); break;
            }
            from.BoltEffect(0);
            from.Damage(Utility.Random(1, 50));
            m.Hits += (Utility.Random(1, 50));
        }
Beispiel #4
0
        public override void OnDamagedBySpell(Mobile from)
        {
            if (Combatant == null)
            {
                return;
            }

            if (Body == 58)
            {
                Say("I will steal your Body and now your Soul...");
            }

            if (Body != from.Body)
            {
                BoltEffect(0);

                Body = from.Body;
                Hue  = from.Hue;
                Name = from.Name;

                Fame  = from.Fame;
                Karma = (0 - from.Karma);
                Title = from.Title;

                Str = from.Str;
                Int = from.Int;
                Dex = from.Dex;

                Hits = from.Hits;

                Dex  = from.Dex;
                Mana = from.Mana;
                Stam = from.Stam;

                Female = from.Female;

                VirtualArmor = (from.VirtualArmor);

                Item hair = new Item(Utility.RandomList(8265));
                hair.Hue     = 1153;
                hair.Layer   = Layer.Hair;
                hair.Movable = false;
                AddItem(hair);

                JesterHat hat = new JesterHat();
                hat.Hue     = 1175;
                hat.Movable = false;
                AddItem(hat);

                DeathRobe robe = new DeathRobe();
                robe.Hue     = 1175;
                robe.Movable = false;
                AddItem(robe);

                Sandals sandals = new Sandals();
                sandals.Hue     = 1;
                sandals.Movable = false;
                AddItem(sandals);

                Spellbook book = new Spellbook(UInt64.MaxValue);
                book.Hue     = 1175;
                book.Movable = false;
                AddItem(book);

                BoltEffect(0);
            }
            switch (Utility.Random(6))
            {
            case 0: Say("You can not win with magic..."); break;

            case 1: Say("Your image is weak as is your mind..."); break;

            case 2: Say("It feels good to wear your skin..."); break;

            case 3: Say("I'll take over your life as soon as I end it..."); break;

            case 4: Say("Don't you like having a twin..."); break;

            case 5: Say("You lack the skills to defeat me..."); break;
            }
            from.BoltEffect(0);
            from.Damage(Utility.Random(20, 40));
            Hits += (Utility.Random(20, 40));
        }
Beispiel #5
0
 public InternalTimer(DeathRobe c, TimeSpan delay) : base(delay)
 {
     m_Robe   = c;
     Priority = TimerPriority.FiveSeconds;
 }
Beispiel #6
0
        public static Item RareFactoryItem(double chance)
        {
            int[] rares = new int[]
            {
                0x1502,                 // Plough
                0x1A9A,                 // Flax – looks lovely stacked on a pitcher.
                0x1BD9,                 // Stack of boards
                0x1BDE,                 // Logs
                0x0FF3,                 // Small open book
                0x0F41,                 // Stacked arrows
                0x1BFD,                 // Stacked crossbow bolts
                0x0A07,                 // Wall torch (facing east) - LightType.WestBig
                0x0A0C,                 // Wall torch (facing south) - LightType.NorthBig
                0x09FE,                 // Wall sconce (facing east) - LightType.WestBig
                0x0A02,                 // Wall sconce (facing south) - LightType.NorthBig
                0x0B26,                 // Tall candlabra (unlit 0xA29) - LightType.Circle225;
                0x0B47,                 // Large vase
                0x0B48,                 // Vase
                0x11FC,                 // Bamboo stool
                0x0A92,                 // Folded sheet – (east)  making these dyeable would rock! (use deathrobe - dyable/not scissorable)
                0x0A93,                 // Folded sheet – (south) making these dyeable would rock! (use deathrobe - dyable/not scissorable)
                0x09F3,                 // Pan
                0x09E1,                 // Pot 1
                0x09E0,                 // Pot 2
                0x108B,                 // Beads – buyable at a jeweler on OSI, not released on AI.
                0x166D,                 // Shackles
                0x1A0D,                 // Chains with bones. (not a whole skeleton like given away at an event.)
                0x1230,                 // Guilotine
            };

            Item temp = null;

            if (chance >= Utility.RandomDouble())
            {
                int ItemId = rares[Utility.Random(rares.Length)];

                switch (ItemId)
                {
                case 0x0A92:                            // Folded sheet – (east)
                case 0x0A93:                            // Folded sheet – (south)
                {                                       // make it dyable - don't scissor it!!
                    temp          = new DeathRobe();
                    temp.ItemID   = ItemId;
                    temp.LootType = LootType.Regular;
                }
                break;

                case 0x0A07:                         // Wall torch (facing east)
                case 0x09FE:                         // Wall sconce (facing east)
                {
                    temp        = new Item(ItemId);
                    temp.Weight = 1;
                    temp.Light  = LightType.WestBig;
                }
                break;

                case 0x0A0C:                         // Wall torch (facing south)
                case 0x0A02:                         // Wall sconce (facing south)
                {
                    temp        = new Item(ItemId);
                    temp.Weight = 1;
                    temp.Light  = LightType.NorthBig;
                }
                break;

                case 0x0B26:                         // Tall candlabra
                {
                    temp        = new Item(ItemId);
                    temp.Weight = 1;
                    temp.Light  = LightType.Circle225;
                }
                break;

                default:
                {
                    temp        = new Item(ItemId);
                    temp.Weight = 1;
                }
                break;
                }
            }
            return(temp);
        }