Beispiel #1
0
        public SpawnHelperMage() : base(AIType.AI_Mage, FightMode.Closest, 25, 1, 0.4, 0.3)
        {
            Title = "[BEC-Mage]";
            if (Female = Utility.RandomBool())
            {
                Body = 401;
                Name = NameList.RandomName("female");
            }
            else
            {
                Body = 400;
                Name = NameList.RandomName("male");
            }
//			Name.Hue = 2002;
//			Title.Hue = 2002;


            SetStr(100, 150);
            SetDex(100, 150);
            SetInt(250, 500);
            ActiveSpeed  = 0.2;
            PassiveSpeed = 0;

            SetHits(200, 300);

//            SetDamage(12, 19);

            SetDamageType(ResistanceType.Physical, 120);

            SetResistance(ResistanceType.Physical, 65, 80);
            SetResistance(ResistanceType.Fire, 65, 80);
            SetResistance(ResistanceType.Cold, 65, 80);
            SetResistance(ResistanceType.Poison, 65, 80);
            SetResistance(ResistanceType.Energy, 65, 80);

            SetSkill(SkillName.Swords, 89.0, 120.0);
            SetSkill(SkillName.Tactics, 89.0, 120.0);
            SetSkill(SkillName.MagicResist, 89.0, 120.0);
            SetSkill(SkillName.Tactics, 89.0, 120.0);
            SetSkill(SkillName.Parry, 89.0, 120.0);
            SetSkill(SkillName.Anatomy, 85.0, 120.0);
            SetSkill(SkillName.Healing, 85.0, 120.0);
            SetSkill(SkillName.Magery, 99.0, 120.0);
            SetSkill(SkillName.EvalInt, 99.0, 120.0);
            SetSkill(SkillName.Poisoning, 85.0, 100.0);

            Fame  = 18000;
            Karma = 10000;

            VirtualArmor = 50;

            switch (Utility.Random(4))
            {
            case 0: BattleAxe weapona = new BattleAxe();
                weapona.Hue      = 2063;
                weapona.LootType = LootType.Newbied;
                weapona.Attributes.SpellChanneling    = 1;
                weapona.WeaponAttributes.HitLeechMana = 60;
                weapona.Movable = false;
                AddItem(weapona);
                break;

            case 1: Axe weaponb = new Axe();
                weaponb.Hue      = 2063;
                weaponb.LootType = LootType.Newbied;
                weaponb.Attributes.SpellChanneling    = 1;
                weaponb.WeaponAttributes.HitLeechMana = 60;
                weaponb.Movable = false;
                AddItem(weaponb);
                break;

            case 2: Bardiche weaponc = new Bardiche();
                weaponc.Hue      = 2063;
                weaponc.LootType = LootType.Newbied;
                weaponc.Attributes.SpellChanneling    = 1;
                weaponc.WeaponAttributes.HitLeechMana = 60;
                weaponc.Movable = false;
                AddItem(weaponc);
                break;

            case 3: Hatchet weapond = new Hatchet();
                weapond.Hue      = 2063;
                weapond.LootType = LootType.Newbied;
                weapond.Attributes.SpellChanneling    = 1;
                weapond.WeaponAttributes.HitLeechMana = 60;
                weapond.Movable = false;
                AddItem(weapond);
                break;
            }



            Item Robe = new Robe( );

            Robe.Name    = "Britania Electric Co.";
            Robe.Movable = false;
            Robe.Hue     = 1109;
            AddItem(Robe);



            switch (Utility.Random(3))
            {
            case 0: AddItem(new LongPants(1050)); break;

            case 1: Item LegsOfBane = new LeggingsOfBane();
                LegsOfBane.Hue      = 1269;
                LegsOfBane.LootType = LootType.Newbied;
                LegsOfBane.Movable  = false;
                AddItem(LegsOfBane);
                break;

            case 2: break;
            }

            switch (Utility.Random(3))
            {
            case 0: AddItem(new Boots()); break;

            case 1: Item Sandals = new Sandals();
                Sandals.Hue      = 1195;
                Sandals.LootType = LootType.Blessed;
                Sandals.Movable  = false;
                AddItem(Sandals);
                break;

            case 2: break;
            }


            Item PlateHelm = new PlateHelm();

            PlateHelm.Hue      = 2063;
            PlateHelm.LootType = LootType.Newbied;
            PlateHelm.Movable  = false;
            AddItem(PlateHelm);


            switch (Utility.Random(3))
            {
            case 0: AddItem(new LeatherGloves()); break;

            case 1: break;

            case 2: break;
            }


            AddItem(new Shirt(743));



            Utility.AssignRandomHair(this);

            for (int i = 0; i < 10; i++)
            {
                PackItem(new GreaterCurePotion());
                PackItem(new GreaterHealPotion());
                PackItem(new TotalRefreshPotion());
            }

            PackItem(new Bandage(Utility.RandomMinMax(80, 200)));

            Horse ns = new Horse();

            ns.Controlled    = true;
            ns.Hue           = 2063;
            ns.ControlMaster = this;
            ns.ControlOrder  = OrderType.Stay;
            ns.Rider         = this;
        }
        public FriendlyPlayer() : base(AIType.AI_Melee, FightMode.Closest, 25, 1, 0.4, 0.3)
        {
            SpeechHue = Utility.RandomDyedHue();

            switch (Utility.Random(6))
            {
            case 0: Title = "[BEC]"; break;

            case 1: Title = "[COOL]"; break;

            case 2: Title = "[FUN]"; break;

            case 3: Title = "[PYR]"; break;

            case 4: Title = "[FRN]"; break;

            case 5: Title = "[CRA]"; break;
            }

            SetStr(100, 200);
            SetDex(100, 200);
            SetInt(125, 200);
            ActiveSpeed  = 0.2;
            PassiveSpeed = 0;

            SetHits(100, 400);

            SetDamage(10, 19);

            SetDamageType(ResistanceType.Physical, 120);

            SetResistance(ResistanceType.Physical, 40, 80);
            SetResistance(ResistanceType.Fire, 40, 80);
            SetResistance(ResistanceType.Cold, 40, 80);
            SetResistance(ResistanceType.Poison, 40, 80);
            SetResistance(ResistanceType.Energy, 40, 80);

            SetSkill(SkillName.Swords, 79.0, 110.0);
            SetSkill(SkillName.Tactics, 79.0, 110.0);
            SetSkill(SkillName.MagicResist, 79.0, 110.0);
            SetSkill(SkillName.Tactics, 79.0, 110.0);
            SetSkill(SkillName.Parry, 79.0, 110.0);
            SetSkill(SkillName.Anatomy, 70.0, 110.0);
            SetSkill(SkillName.Healing, 70.0, 110.0);

            Fame  = 1000;
            Karma = 10000;

            VirtualArmor = 50;

            switch (Utility.Random(4))
            {
            case 0: AddItem(new Longsword()); break;

            case 1: AddItem(new Axe()); break;

            case 2: AddItem(new Bardiche()); break;

            case 3: AddItem(new Hatchet()); break;
            }


            switch (Utility.Random(5))
            {
            case 0: Item cloak = new Cloak();
                cloak.Movable = false;
                cloak.Hue     = GetRandomHue();
                AddItem(cloak);
                break;

            case 1: Item shroud = new HoodedShroudOfShadows();
                shroud.Movable = false;
                shroud.Hue     = GetRandomHue();
                AddItem(shroud);
                break;

            case 2: break;

            case 3: Item monkrobe = new MonkRobe();
                monkrobe.Movable = false;
                monkrobe.Hue     = GetRandomHue();
                AddItem(monkrobe);
                break;

            case 4: break;
            }


            switch (Utility.Random(4))
            {
            case 0: AddItem(new LongPants()); break;

            case 1: Item LegsOfBane = new LeggingsOfBane();
                LegsOfBane.Hue      = GetRandomHue();
                LegsOfBane.LootType = LootType.Newbied;
                LegsOfBane.Movable  = false;
                AddItem(LegsOfBane);
                break;

            case 2: Item ShortPantss = new ShortPants();
                ShortPantss.Hue      = GetRandomHue();
                ShortPantss.LootType = LootType.Newbied;
                ShortPantss.Movable  = false;
                AddItem(ShortPantss);
                break;

            case 3: Item PlateLegsv = new PlateLegs();
                PlateLegsv.Hue      = GetRandomHue();
                PlateLegsv.LootType = LootType.Newbied;
                PlateLegsv.Movable  = false;
                AddItem(PlateLegsv);
                break;
            }

            switch (Utility.Random(5))
            {
            case 0: AddItem(new Boots()); break;

            case 1: Item Sandals = new Sandals();
                Sandals.Hue      = GetRandomHue();
                Sandals.LootType = LootType.Blessed;
                Sandals.Movable  = false;
                AddItem(Sandals);
                break;

            case 2: Item Bootsv = new Boots();
                Bootsv.Hue      = GetRandomHue();
                Bootsv.LootType = LootType.Blessed;
                Bootsv.Movable  = false;
                AddItem(Bootsv);
                break;

            case 3: Item Shoesv = new Shoes();
                Shoesv.Hue      = GetRandomHue();
                Shoesv.LootType = LootType.Blessed;
                Shoesv.Movable  = false;
                AddItem(Shoesv);
                break;

            case 4: break;
            }

            switch (Utility.Random(6))
            {
            case 0: AddItem(new ClothNinjaHood(  )); break;

            case 1: Item SpiritOfTheTotem = new SpiritOfTheTotem();
                SpiritOfTheTotem.Hue      = GetRandomHue();
                SpiritOfTheTotem.Movable  = false;
                SpiritOfTheTotem.LootType = LootType.Blessed;
                AddItem(SpiritOfTheTotem);
                break;

            case 2: Item BoneHelmv = new BoneHelm();
                BoneHelmv.Hue      = GetRandomHue();
                BoneHelmv.Movable  = false;
                BoneHelmv.LootType = LootType.Blessed;
                AddItem(BoneHelmv);
                break;

            case 3: Item CloseHelmv = new CloseHelm();
                CloseHelmv.Hue      = GetRandomHue();
                CloseHelmv.Movable  = false;
                CloseHelmv.LootType = LootType.Blessed;
                AddItem(CloseHelmv);
                break;

            case 4: AddItem(new SkullCap( )); break;

            case 5: Item TricorneHatv = new TricorneHat();
                TricorneHatv.Hue      = GetRandomHue();
                TricorneHatv.Movable  = false;
                TricorneHatv.LootType = LootType.Blessed;
                AddItem(TricorneHatv);
                break;
            }

            switch (Utility.Random(3))
            {
            case 0: Item LeatherGlovesv = new LeatherGloves();
                LeatherGlovesv.Hue      = GetRandomHue();
                LeatherGlovesv.Movable  = false;
                LeatherGlovesv.LootType = LootType.Blessed;
                AddItem(LeatherGlovesv);
                break;

            case 1: Item PlateGlovesv = new PlateGloves();
                PlateGlovesv.Hue      = GetRandomHue();
                PlateGlovesv.Movable  = false;
                PlateGlovesv.LootType = LootType.Blessed;
                AddItem(PlateGlovesv);
                break;

            case 2: AddItem(new RingmailGloves()); break;
            }



            if (Female = Utility.RandomBool())
            {
                Body = 401;
                Name = NameList.RandomName("female");
            }
            else
            {
                Body = 400;
                Name = NameList.RandomName("male");
            }

            Utility.AssignRandomHair(this);

            for (int i = 0; i < 10; i++)
            {
                PackItem(new GreaterCurePotion());
                PackItem(new GreaterHealPotion());
                PackItem(new TotalRefreshPotion());
            }

            PackItem(new Bandage(Utility.RandomMinMax(10, 100)));

            Horse ns = new Horse();

            ns.Controlled    = true;
            ns.ControlMaster = this;
            ns.ControlOrder  = OrderType.Stay;
            ns.Rider         = this;
        }
        public override void OnResponse(NetState state, RelayInfo info)
        {
            Mobile from = state.Mobile;

            switch (info.ButtonID)
            {
            case 0: //Close Gump
            {
                from.CloseGump(typeof(ArtifactGump));
                break;
            }

            case 1:  // Axe of the Heavens
            {
                Item item = new AxeOfTheHeavens();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 2: // Blade of insanity
            {
                Item item = new BladeOfInsanity();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 3: //Blade of the Righteous
            {
                Item item = new BladeOfTheRighteous();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 4: //Bone Crusher
            {
                Item item = new BoneCrusher();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 5: //Breath of the Dead
            {
                Item item = new BreathOfTheDead();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 6: //Frostbringer
            {
                Item item = new Frostbringer();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 7: //Legacy of the Dread Lord
            {
                Item item = new LegacyOfTheDreadLord();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 8: //Serpent's Fang
            {
                Item item = new SerpentsFang();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 9: //Staff of the Magi
            {
                Item item = new StaffOfTheMagi();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 10: //The Beserker's Maul
            {
                Item item = new TheBeserkersMaul();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 11: //The Dragon Slayer
            {
                Item item = new TheDragonSlayer();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 12: //Titans Hammer
            {
                Item item = new TitansHammer();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 13: //The Taskmaster
            {
                Item item = new TheTaskmaster();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 14: //Zyronic Claw
            {
                Item item = new ZyronicClaw();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 15: //The Dryad Bow
            {
                Item item = new TheDryadBow();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 16: //Armor of Fortune
            {
                Item item = new ArmorOfFortune();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 17: //Gauntlets of Nobility
            {
                Item item = new GauntletsOfNobility();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 18: //Helm of Insight
            {
                Item item = new HelmOfInsight();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 19: //Holy Knights Breastplate
            {
                Item item = new HolyKnightsBreastplate();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 20: //Jackal's Collar
            {
                Item item = new JackalsCollar();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 21: //Leggings of Bane
            {
                Item item = new LeggingsOfBane();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 22: //Midnight Bracers
            {
                Item item = new MidnightBracers();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 23: //Ornate Crown of the Harrower
            {
                Item item = new OrnateCrownOfTheHarrower();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 24: //Shadow Dancer Leggings
            {
                Item item = new ShadowDancerLeggings();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 25: //Inquisitor's Resolution
            {
                Item item = new InquisitorsResolution();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 26: //Tunic of Fire
            {
                Item item = new TunicOfFire();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 27: //Voice of the Fallen King
            {
                Item item = new VoiceOfTheFallenKing();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 29: //Bracelet of Health
            {
                Item item = new BraceletOfHealth();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 30: //Ornament of the Magician
            {
                Item item = new OrnamentOfTheMagician();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 31: //Ring of the Elements
            {
                Item item = new RingOfTheElements();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 32: //Ring of the Vile
            {
                Item item = new RingOfTheVile();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 34: //Aegis
            {
                Item item = new Aegis();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 35: //Arcane Shield
            {
                Item item = new ArcaneShield();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 36: //Divine Countenance
            {
                Item item = new DivineCountenance();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 37: //Hat of the Magi
            {
                Item item = new HatOfTheMagi();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 38: //Hunters Headdress
            {
                Item item = new HuntersHeaddress();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }

            case 39: //Spirit of the Totem
            {
                Item item = new SpiritOfTheTotem();
                item.LootType = LootType.Blessed;
                from.AddToBackpack(item);
                from.CloseGump(typeof(ArtifactGump));
                m_Deed.Delete();
                break;
            }
            }
        }