Inheritance: BaseArmor
Beispiel #1
0
        public Paladin()
            : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.36, 0.56)
        {
            Female = Utility.RandomBool();
            Body = Female ? 401 : 400;
            Title = "the paladin";
            Name = NameList.RandomName( Female ? "female" : "male" );
            Hue = Utility.RandomSkinHue();
            SetStr( 64, 92 );
            SetDex( 46, 88 );
            SetInt( 37, 49 );
            Karma = Utility.RandomMinMax( 33, -25 );

            SetSkill( SkillName.Tactics, 55, 77.5 );
            SetSkill( SkillName.MagicResist, 55, 77.5 );
            SetSkill( SkillName.Parry, 55, 77.5 );
            SetSkill( SkillName.Swords, 55, 77.5 );
            SetSkill( SkillName.Macing, 55, 77.5 );
            SetSkill( SkillName.Fencing, 55, 77.5 );
            SetSkill( SkillName.Wrestling, 55, 77.5 );
            SetSkill( SkillName.ArmsLore, 52.5, 75 );

            Item item = null;
            if ( !Female )
            {
                int hairHue = Utility.RandomHairHue();
                Utility.AssignRandomHair(this, hairHue);
                Utility.AssignRandomFacialHair( this, hairHue );
                item = new PlateChest();
                AddItem( item );
                item = new PlateLegs();
                AddItem( item );
                item = new PlateArms();
                AddItem( item );
                item = new PlateGloves();
                AddItem( item );
                item = new PlateGorget();
                AddItem( item );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new Helmet(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: default: item = new NorseHelm(); break;
                }
                AddItem( item );
                item = new Tunic();
                item.Hue = Utility.RandomNondyedHue();
                AddItem( item );
                item = new HeaterShield();
                item.Hue = Utility.RandomNondyedHue();
                AddItem( item );
                item = new VikingSword();
                AddItem( item );
                item = Utility.RandomBool() ? (Item)new Boots() : (Item)new ThighBoots();
                AddItem( item );
                PackGold( 15, 100 );
            }
            else
            {
                int hairHue = Utility.RandomHairHue();
                Utility.AssignRandomHair(this, hairHue);
                item = new PlateChest();
                AddItem( item );
                item = new PlateLegs();
                AddItem( item );
                item = new PlateArms();
                AddItem( item );
                item = new PlateGloves();
                AddItem( item );
                item = new PlateGorget();
                AddItem( item );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new Helmet(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: default: item = new NorseHelm(); break;
                }
                AddItem( item );
                item = new Tunic();
                item.Hue = Utility.RandomNondyedHue();
                AddItem( item );
                item = new HeaterShield();
                item.Hue = Utility.RandomNondyedHue();
                AddItem( item );
                item = new VikingSword();
                AddItem( item );
                item = Utility.RandomBool() ? (Item)new Boots() : (Item)new ThighBoots();
                AddItem( item );
                PackGold( 15, 100 );
            }
        }
Beispiel #2
0
        public Mercenary()
            : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.45, 0.8)
        {
            Female = Utility.RandomBool();
            Body = Female ? 401 : 400;
            Title = "the mercenary";
            Name = NameList.RandomName( Female ? "female" : "male" );
            Hue = Utility.RandomSkinHue();
            SetStr( 25, 88 );
            SetDex( 25, 88 );
            SetInt( 37, 49 );
            Karma = Utility.RandomMinMax( 13, -45 );

            SetSkill( SkillName.Tactics, 45, 67.5 );
            SetSkill( SkillName.MagicResist, 45, 67.5 );
            SetSkill( SkillName.Parry, 45, 67.5 );
            SetSkill( SkillName.Swords, 45, 67.5 );
            SetSkill( SkillName.Macing, 45, 67.5 );
            SetSkill( SkillName.Fencing, 45, 67.5 );
            SetSkill( SkillName.Wrestling, 45, 67.5 );
            SetSkill( SkillName.ArmsLore, 42.5, 65 );

            Item item = null;
            if ( !Female )
            {
                item = AddRandomHair();
                item.Hue = Utility.RandomHairHue();
                item = AddRandomFacialHair( item.Hue );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateChest(); break;
                    case 1: item = new ChainChest(); break;
                    case 2: item = new StuddedChest(); break;
                    case 3: item = new RingmailChest(); break;
                    case 4: default: item = new LeatherChest(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateLegs(); break;
                    case 1: item = new ChainLegs(); break;
                    case 2: item = new StuddedLegs(); break;
                    case 3: item = new RingmailLegs(); break;
                    case 4: default: item = new LeatherLegs(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 4 ) )
                {
                    case 0: item = new PlateArms(); break;
                    case 1: item = new RingmailArms(); break;
                    case 2: item = new StuddedArms(); break;
                    case 3: default: item = new LeatherArms(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 3 ) )
                {
                    case 0: item = new PlateGloves(); break;
                    case 1: item = new StuddedGloves(); break;
                    case 2: default: item = new LeatherGloves(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 6 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new ChainCoif(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: item = new NorseHelm(); break;
                    case 5: default: item = new Helmet(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 7 ) )
                {
                    case 0: item = new BronzeShield(); break;
                    case 1: item = new Buckler(); break;
                    case 2: item = new HeaterShield(); break;
                    case 3: item = new MetalKiteShield(); break;
                    case 4: item = new MetalShield(); break;
                    case 5: item = new WoodenKiteShield(); break;
                    case 6: default: item = new WoodenShield(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 4 ) )
                {
                    case 0: item = new PlateGorget(); break;
                    case 1: item = new StuddedGorget(); break;
                    default: case 2: item = new LeatherGorget(); break;
                }
                AddItem( item );
                item = Loot.RandomWeapon();
                AddItem( item );
                PackGold( 15, 100 );
            } else {
                item = AddRandomHair();
                item.Hue = Utility.RandomHairHue();
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateChest(); break;
                    case 1: item = new ChainChest(); break;
                    case 2: item = new StuddedChest(); break;
                    case 3: item = new RingmailChest(); break;
                    case 4: default: item = new LeatherChest(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateLegs(); break;
                    case 1: item = new ChainLegs(); break;
                    case 2: item = new StuddedLegs(); break;
                    case 3: item = new RingmailLegs(); break;
                    case 4: default: item = new LeatherLegs(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 3 ) )
                {
                    case 0: item = new PlateGloves(); break;
                    case 1: item = new StuddedGloves(); break;
                    case 2: default: item = new LeatherGloves(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 6 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new ChainCoif(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: item = new NorseHelm(); break;
                    case 5: default: item = new Helmet(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 7 ) )
                {
                    case 0: item = new BronzeShield(); break;
                    case 1: item = new Buckler(); break;
                    case 2: item = new HeaterShield(); break;
                    case 3: item = new MetalKiteShield(); break;
                    case 4: item = new MetalShield(); break;
                    case 5: item = new WoodenKiteShield(); break;
                    case 6: default: item = new WoodenShield(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 4 ) )
                {
                    case 0: item = new PlateGorget(); break;
                    case 1: item = new StuddedGorget(); break;
                    default: case 2: item = new LeatherGorget(); break;
                }
                AddItem( item );
                item = Loot.RandomWeapon();
                AddItem( item );
                PackGold( 15, 100 );
            }
        }
Beispiel #3
0
        public HireFighter()
        {
            Female = Utility.RandomBool();
            Body = Female ? 401 : 400;
            Title = "the fighter";
            Name = NameList.RandomName( Female ? "female" : "male" );
            Hue = Utility.RandomSkinHue();
            SetStr( 11, 88 );
            SetDex( 11, 88 );
            SetInt( 7, 49 );
            Karma = Utility.RandomMinMax( 13, -45 );

            SetSkill( SkillName.Tactics, 45, 67.5 );
            SetSkill( SkillName.MagicResist, 45, 67.5 );
            SetSkill( SkillName.Parry, 45, 67.5 );
            SetSkill( SkillName.Swords, 45, 67.5 );
            SetSkill( SkillName.Macing, 45, 67.5 );
            SetSkill( SkillName.Fencing, 45, 67.5 );
            SetSkill( SkillName.Wrestling, 45, 67.5 );
            SetSkill( SkillName.ArmsLore, 42.5, 65 );

            Item item = null;
            if ( !Female )
            {
                item = AddRandomHair();
                item.Hue = Utility.RandomHairHue();
                item = AddRandomFacialHair( item.Hue );
                item = new StuddedChest();
                AddItem( item );
                item = new StuddedLegs();
                AddItem( item );
                item = new StuddedArms();
                AddItem( item );
                item = new StuddedGloves();
                AddItem( item );
                switch ( Utility.Random( 6 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new ChainCoif(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: item = new NorseHelm(); break;
                    case 5: default: item = new Helmet(); break;
                }
                AddItem( item );
                item = new StuddedGorget();
                AddItem( item );
                item = Loot.RandomWeapon();
                AddItem( item );
                if ( item.Layer == Layer.OneHanded )
                {
                    item = new WoodenShield();
                    AddItem( item );
                }
            } else {
                item = AddRandomHair();
                item.Hue = Utility.RandomHairHue();
                item = new StuddedChest();
                AddItem( item );
                item = new StuddedLegs();
                AddItem( item );
                item = new StuddedArms();
                AddItem( item );
                item = new StuddedGloves();
                AddItem( item );
                switch ( Utility.Random( 6 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new ChainCoif(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: item = new NorseHelm(); break;
                    case 5: default: item = new Helmet(); break;
                }
                AddItem( item );
                item = new StuddedGorget();
                AddItem( item );
                item = Loot.RandomWeapon();
                AddItem( item );
                if ( item.Layer == Layer.OneHanded )
                {
                    item = new WoodenShield();
                    AddItem( item );
                }
            }
        }
 public override void InitOutfit()
 {
     Item item = null;
     item = AddRandomHair();
     item.Hue = Utility.RandomHairHue();
     item = AddRandomFacialHair( item.Hue );
     item = new PlateChest();
     AddItem( item );
     item = new PlateLegs();
     AddItem( item );
     item = new PlateArms();
     AddItem( item );
     item = new PlateGloves();
     AddItem( item );
     switch ( Utility.Random( 6 ) )
     {
         case 0: item = new PlateHelm(); break;
         case 1: item = new ChainCoif(); break;
         case 2: item = new CloseHelm(); break;
         case 3: item = new Bascinet(); break;
         case 4: item = new NorseHelm(); break;
         case 5: default: item = new Helmet(); break;
     }
     AddItem( item );
     item = new Tunic();
     item.Hue = Utility.RandomNondyedHue();
     AddItem( item );
     item = new PlateGorget();
     AddItem( item );
     item = new DoubleAxe();
     AddItem( item );
     PackGold( 15, 100 );
 }