Beispiel #1
0
            public LoadEntry(Mobile from, LeatherNinjaBelt m_belt)
                : base(6222, 3)
            {
                mobile = from;

                belt = m_belt;
            }
            public UnloadEntry(Mobile from, LeatherNinjaBelt m_belt, bool enabled) : base(6223, 3)
            {
                mobile = from;

                belt = m_belt;

                if (!enabled)
                {
                    Flags |= Network.CMEFlags.Disabled;
                }
            }
		public Santa ()
		{
			Name = "SantaClaus";
            Title = "Quest Giver";

            Body = 400;
            Hue = 1002;
			CantWalk = true;
			Blessed = true;
            
			
			
          
            Item longpants;
			longpants = new LongPants();
			longpants.Hue = 1109;
			AddItem( longpants );
                         

			Item tunic;
			tunic = new Tunic();
			tunic.Hue = 33;
			AddItem( tunic );


            Item leatherninjabelt;
            leatherninjabelt = new LeatherNinjaBelt();
            leatherninjabelt.Hue = 1109;
            AddItem(leatherninjabelt);
            
                        
            FacialHairItemID = 0x204C;
            FacialHairHue = 1153;

            Item JesterHat;
            JesterHat = new JesterHat();
            JesterHat.Hue = 33;
            AddItem(JesterHat);
            
          

              HairItemID = 0x203C;
              HairHue = 1153;

            Item boots;
            boots = new Boots();
            boots.Hue = 1109;
            AddItem( boots );


           
		}
        public EvilElf() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
        {
            Name = "Evil Elf";
            Body = 400;
            Hue = 1002;
			

            SetStr( 796, 825 );
            SetDex( 86, 105 );
            SetInt( 436, 475 );
            SetHits( 478, 495 );
            SetDamage( 20, 30 );


            Item longpants;
            longpants = new LongPants();
            longpants.Hue = 1368;
            AddItem( longpants);
            longpants.LootType = LootType.Newbied;

            Item tunic;
			tunic = new Tunic();
			tunic.Hue = 1368;
			AddItem( tunic );
            tunic.LootType = LootType.Newbied;

            
            Item JesterHat;
            JesterHat = new JesterHat();
            JesterHat.Hue = 1368;
            AddItem(JesterHat);
            JesterHat.LootType = LootType.Newbied;

            Item boots;
            boots = new Boots();
            boots.Hue = 1109;
            AddItem( boots );
            boots.LootType = LootType.Newbied;

            
         FacialHairItemID = 0x204B;
            FacialHairHue = 996;


              HairItemID = 0x203C;
              HairHue = 996;

            Item leatherninjabelt;
            leatherninjabelt = new LeatherNinjaBelt();
            leatherninjabelt.Hue = 1109;
            AddItem( leatherninjabelt );
            leatherninjabelt.LootType = LootType.Newbied;

             DoubleAxe weapon = new DoubleAxe();
             weapon.Movable = false;
             AddItem(weapon);

            SetDamageType( ResistanceType.Physical, 100 );

            SetResistance( ResistanceType.Physical, 55, 60 );
            SetResistance( ResistanceType.Fire, 61, 71 );
            SetResistance( ResistanceType.Cold, 30, 40 );
            SetResistance( ResistanceType.Poison, 25, 35 );
            SetResistance( ResistanceType.Energy, 35, 45 );

            SetSkill( SkillName.MagicResist, 99.2, 100 );
            SetSkill( SkillName.Tactics, 97.6, 100 );
            SetSkill( SkillName.Wrestling, 90.1, 92.5 );
            SetSkill( SkillName.Anatomy, 75.1, 78 );

                 

            
			PackGold( 250, 350 );
            PackItem(new RedPaintBarrel());
		}
			public UnloadEntry( LeatherNinjaBelt belt ) : base( 6223, 0 )
			{
				m_Belt = belt;

				Enabled = ( belt.UsesRemaining > 0 );
			}
			public LoadEntry( LeatherNinjaBelt belt ) : base( 6222, 0 )
			{
				m_Belt = belt;
			}
Beispiel #7
0
            public UnloadEntry(LeatherNinjaBelt belt) : base(6223, 0)
            {
                m_Belt = belt;

                Enabled = (belt.UsesRemaining > 0);
            }
Beispiel #8
0
 public LoadEntry(LeatherNinjaBelt belt) : base(6222, 0)
 {
     m_Belt = belt;
 }
Beispiel #9
0
 public InternalTarget(LeatherNinjaBelt belt)
     : base(1, false, TargetFlags.None)
 {
     m_belt = belt;
 }
Beispiel #10
0
 public InternalTarget(LeatherNinjaBelt belt)
     : base(10, false, TargetFlags.Harmful)
 {
     m_belt = belt;
 }
Beispiel #11
0
            public UnloadEntry( Mobile from, LeatherNinjaBelt m_belt, bool enabled )
                : base(6223, 3)
            {
                mobile = from;

                belt = m_belt;

                if ( !enabled )
                {
                    Flags |= Network.CMEFlags.Disabled;
                }
            }
Beispiel #12
0
 public InternalTarget( LeatherNinjaBelt belt )
     : base(1, false, TargetFlags.None)
 {
     m_belt = belt;
 }
Beispiel #13
0
            public LoadEntry( Mobile from, LeatherNinjaBelt m_belt )
                : base(6222, 3)
            {
                mobile = from;

                belt = m_belt;
            }
Beispiel #14
0
 public InternalTarget( LeatherNinjaBelt belt )
     : base(10, false, TargetFlags.Harmful)
 {
     m_belt = belt;
 }
Beispiel #15
0
        public virtual void EquipSpecialty()
        {
            if (CanHeal)
                PackItem(new Bandage(Utility.RandomMinMax(10, 25)));

            SetWearable(new ThighBoots());
            SetWearable(new BodySash(), Utility.RandomSlimeHue());

            switch (_Specialty)
            {
                case SkillName.Chivalry:
                    SetWearable(RandomSwordWeapon());
                    PaladinEquip();
                    break;
                case SkillName.Swords:
                    SetWearable(RandomSwordWeapon());
                    StandardMeleeEquip();
                    break;
                case SkillName.Fencing:
                    SetWearable(RandomFencingWeapon());
                    StandardMeleeEquip();
                    break;
                case SkillName.Macing:
                    SetWearable(RandomMaceWeapon());
                    StandardMeleeEquip();
                    break;
                case SkillName.Archery:
                    SetWearable(RandomArhceryWeapon());
                    StandardMeleeEquip();
                    break;
                case SkillName.Magery:
                    SetWearable(RandomMageWeapon());
                    StandardMageEquip();
                    break;
                case SkillName.Mysticism:
                    SetWearable(RandomMageWeapon());
                    StandardMageEquip();
                    break;
                case SkillName.Spellweaving:
                    SetWearable(RandomMageWeapon());
                    StandardMageEquip();
                    break;
                case SkillName.Necromancy:
                    SetWearable(RandomMageWeapon());
                    StandardMageEquip();
                    break;
                case SkillName.Bushido:
                    BaseWeapon w = RandomSamuraiWeapon() as BaseWeapon;
                    SetWearable(w);

                    SetWearable(new LeatherSuneate());
                    SetWearable(new LeatherJingasa());
                    SetWearable(new LeatherDo());
                    SetWearable(new LeatherHiroSode());
                    SetWearable(new SamuraiTabi(Utility.RandomNondyedHue()));

                    if (_Sampire)
                        w.WeaponAttributes.HitLeechHits = 100;

                    SetSkill(SkillName.Parry, 120);
                    break;
                case SkillName.Ninjitsu:
                    SetWearable(RandomNinjaWeapon());

                    LeatherNinjaBelt belt = new LeatherNinjaBelt();
                    belt.UsesRemaining = 20;
                    belt.Poison = Poison.Greater;
                    belt.PoisonCharges = 20;
                    SetWearable(belt);

                    for (int i = 0; i < 2; i++)
                    {
                        Fukiya f = new Fukiya();
                        f.UsesRemaining = 10;
                        f.Poison = Poison.Greater;
                        f.PoisonCharges = 10;
                        f.Movable = false;
                        PackItem(f);
                    }

                    SetWearable(new NinjaTabi());
                    SetWearable(new LeatherNinjaJacket());
                    SetWearable(new LeatherNinjaHood());
                    SetWearable(new LeatherNinjaPants());
                    SetWearable(new LeatherNinjaMitts());

                    break;
                case SkillName.Poisoning:
                    BaseWeapon wep = RandomAssassinWeapon() as BaseWeapon;
                    wep.Poison = Poison.Lethal;
                    wep.PoisonCharges = 100;
                    SetWearable(wep);

                    SetWearable(new LeatherChest());
                    SetWearable(new LeatherLegs());
                    SetWearable(new LeatherGloves());
                    SetWearable(new LeatherGorget());
                    break;
            }
        }
Beispiel #16
0
		public EliteNinja() : base( AIType.AI_Ninja, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			SpeechHue = Utility.RandomDyedHue();
			Hue = Utility.RandomSkinHue();
			Name = "an elite ninja";

			Body = ( this.Female = Utility.RandomBool() ) ? 0x191 : 0x190;

			SetHits( 251, 350 );

			SetStr( 126, 225 );
			SetDex( 81, 95 );
			SetInt( 151, 165 );

			SetDamage( 12, 20 );

			SetDamageType( ResistanceType.Physical, 65 );
			SetDamageType( ResistanceType.Fire, 15 );
			SetDamageType( ResistanceType.Poison, 15 );
			SetDamageType( ResistanceType.Energy, 5 );

			SetResistance( ResistanceType.Physical, 35, 65 );
			SetResistance( ResistanceType.Fire, 40, 60 );
			SetResistance( ResistanceType.Cold, 25, 45 );
			SetResistance( ResistanceType.Poison, 40, 60 );
			SetResistance( ResistanceType.Energy, 35, 55 );

			SetSkill( SkillName.Anatomy, 105.0, 120.0 );
			SetSkill( SkillName.MagicResist, 80.0, 100.0 );
			SetSkill( SkillName.Tactics, 115.0, 130.0 );
			SetSkill( SkillName.Wrestling, 95.0, 120.0 );
			SetSkill( SkillName.Fencing, 95.0, 120.0 );
			SetSkill( SkillName.Macing, 95.0, 120.0 );
			SetSkill( SkillName.Swords, 95.0, 120.0 );

			SetSkill( SkillName.Ninjitsu, 95.0, 120.0 );
            SetSkill( SkillName.Hiding, 100.0);
            SetSkill( SkillName.Stealth, 120.0 );

			Fame = 8500;
			Karma = -8500;

            LeatherNinjaBelt belt = new LeatherNinjaBelt();
            belt.UsesRemaining = 20;
            belt.Poison = Poison.Greater;
            belt.PoisonCharges = 20;
            belt.Movable = false;
            AddItem(belt);

            int amount = Skills[SkillName.Ninjitsu].Value >= 100 ? 2 : 1;

            for (int i = 0; i < amount; i++)
            {
                Fukiya f = new Fukiya();
                f.UsesRemaining = 10;
                f.Poison = amount == 1 ? Poison.Regular : Poison.Greater;
                f.PoisonCharges = 10;
                f.Movable = false;
                PackItem(f);
            }

			AddItem( new NinjaTabi() );
			AddItem( new LeatherNinjaJacket());
			AddItem( new LeatherNinjaHood());
			AddItem( new LeatherNinjaPants());
			AddItem( new LeatherNinjaMitts());
			
			if( Utility.RandomDouble() < 0.33 )
				PackItem( new SmokeBomb() );

            if (Utility.RandomBool())
                PackItem(new Tessen());
            else
                PackItem(new Wakizashi());

            if (Utility.RandomBool())
                PackItem(new Nunchaku());
            else
                PackItem(new Daisho());

            if (Utility.RandomBool())
                PackItem(new Sai());
            else
                PackItem(new Tekagi());

            if (Utility.RandomBool())
                PackItem(new Kama());
            else
                PackItem(new Katana());

			Utility.AssignRandomHair( this );
            ChangeWeapon();
		}