Inheritance: BaseSword
		public EithkaOcksra() : base( AIType.AI_SphereMelee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Name = "Eithka Ocksra";
			Body = 0x190;
			Hue = 0x492;

			SetStr( 100 ); //I've set him up with normal stats since we've defined his Hits and his weapons speed elsewhere.
			SetDex( 100 );
			SetInt( 100 );

			SetHits( 600, 700 ); // here are his hits according to the spherescript. random between 250 and 350
			SetStam( 350, 450 );

			SetDamage( 15, 20 ); //i set his damage to be low since he hits like 3 times a second. This will probably need to be tweaked.

			SetSkill( SkillName.Swords, 110.0 ); //we dont need to give him uberskillz
			SetSkill( SkillName.Tactics, 110.0 );
			SetSkill( SkillName.MagicResist, 100.0 );
			SetSkill( SkillName.Parry, 100.0 );
			SetSkill( SkillName.Wrestling, 100.0 );

			Fame = 3900;
			Karma = -4000;

			VirtualArmor = 70; //this might need to be tweaked

			//Here we add his loot. I'm omitting his gloves since that's later in his dress.
			//PackGold(1000, 1500);

			//Now we dress him
			Item shroud = new HoodedShroudOfShadows(); //since we want a custom shroud, we define it here.
			shroud.Movable = false; //this way we dont let the shroud drop
			shroud.Hue = 0x492; //omg more props
			AddItem( shroud ); //add the item

			Item smurfshoes = new Sandals(); //since sandals are already a class i've named it smurfshoes. It doesnt matter what we call it.
			smurfshoes.Movable = false; // leet shoes for the players? GM tailoring kthx.
			smurfshoes.Hue = 0x492; // more props
			AddItem( smurfshoes ); //add the item

			Scimitar weapon = new Scimitar(); //same thing. define the weapon.
			weapon.Movable = false;
			weapon.Skill = SkillName.Swords; //props
			weapon.Hue = 0x492; //we're leet
			weapon.Speed = 65; //set the speed to 5 higher than the cho ku no.
			weapon.DamageLevel = WeaponDamageLevel.Force; //katana of force
			AddItem( weapon ); //add the weapon

			Item gloves = new PlateGloves(); // here we add his gloves. this time we let them drop
			gloves.Hue = 0x492; //omg more props
			AddItem( gloves ); //add the item

			MetalShield shie = new MetalShield();
			shie.Hue = 0x0492;
			shie.ProtectionLevel = ArmorProtectionLevel.Hardening;
			AddItem( shie );
		}
Beispiel #2
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        public Neira()
            : base(AIType.AI_Mage)
        {
            Name = "Neira";
            Title = "the necromancer";
            Body = 401;
            Hue = 0x83EC;

            SetStr( 305, 425 );
            SetDex( 72, 150 );
            SetInt( 505, 750 );

            SetHits( 4800 );
            SetStam( 102, 300 );

            SetDamage( 25, 35 );

            SetDamageType( ResistanceType.Physical, 100 );

            SetResistance( ResistanceType.Physical, 25, 30 );
            SetResistance( ResistanceType.Fire, 35, 45 );
            SetResistance( ResistanceType.Cold, 50, 60 );
            SetResistance( ResistanceType.Poison, 30, 40 );
            SetResistance( ResistanceType.Energy, 20, 30 );

            SetSkill( SkillName.EvalInt, 120.0 );
            SetSkill( SkillName.Magery, 120.0 );
            SetSkill( SkillName.Meditation, 120.0 );
            SetSkill( SkillName.MagicResist, 150.0 );
            SetSkill( SkillName.Tactics, 97.6, 100.0 );
            SetSkill( SkillName.Wrestling, 97.6, 100.0 );

            Fame = 22500;
            Karma = -22500;

            VirtualArmor = 30;

            BardImmune = true;
            Female = true;

            Item shroud = new HoodedShroudOfShadows();

            shroud.Movable = false;

            AddItem( shroud );

            Scimitar weapon = new Scimitar();

            weapon.Skill = SkillName.Wrestling;
            weapon.Hue = 38;
            weapon.Movable = false;

            AddItem( weapon );

            //new SkeletalMount().Rider = this;
            AddItem( new VirtualMountItem( this ) );
        }
Beispiel #3
0
        public MilitiaFighter()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            InitStats( 40, 30, 5 );
            Title = "the Militia Fighter";

            SpeechHue = Utility.RandomDyedHue();

            Hue = Utility.RandomSkinHue();

            Female = false;
            Body = 0x190;
            Name = NameList.RandomName( "male" );

            Utility.AssignRandomHair( this );
            Utility.AssignRandomFacialHair( this, HairHue );

            AddItem( new ThighBoots( 0x1BB ) );
            AddItem( new LeatherChest() );
            AddItem( new LeatherArms() );
            AddItem( new LeatherLegs() );
            AddItem( new LeatherCap() );
            AddItem( new LeatherGloves() );
            AddItem( new LeatherGorget() );

            Item weapon;
            switch ( Utility.Random( 6 ) )
            {
                case 0:
                    weapon = new Broadsword();
                    break;
                case 1:
                    weapon = new Cutlass();
                    break;
                case 2:
                    weapon = new Katana();
                    break;
                case 3:
                    weapon = new Longsword();
                    break;
                case 4:
                    weapon = new Scimitar();
                    break;
                default:
                    weapon = new VikingSword();
                    break;
            }
            weapon.Movable = false;
            AddItem( weapon );

            Item shield = new BronzeShield();
            shield.Movable = false;
            AddItem( shield );

            SetSkill( SkillName.Swords, 20.0 );
        }
Beispiel #4
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		public Finlor()
		{
			Name = "Finlor";
                        Title = "the Sea Captain";
			Body = 0x190;
			Hue = Utility.RandomSkinHue();
			Blessed = true;
			CantWalk = true;
			Direction = Direction.South;

			ThighBoots tb = new ThighBoots();
                        tb.Hue = 0;
                        AddItem( tb );

                        LongPants lp = new LongPants();
                        lp.Hue = 6;
                        AddItem( lp );

		        FancyShirt fs = new FancyShirt();
                        fs.Hue = 0;
                        AddItem( fs );

			TricorneHat th = new TricorneHat();
                        th.Hue = 52;
                        AddItem( th );

			BodySash bs = new BodySash();
			bs.Hue = 6;
			AddItem( bs );

			Cloak cl = new Cloak();
			cl.Hue = 38;
			AddItem( cl );

	                Scimitar sc = new Scimitar();
                        AddItem( sc );

			GoldBeadNecklace gn = new GoldBeadNecklace();
			AddItem( gn );

			GoldBracelet gb = new GoldBracelet();
			AddItem( gb );

			GoldEarrings ge = new GoldEarrings();
			AddItem( ge );

			GoldRing gr = new GoldRing();
			AddItem( gr );			
                        
                        AddItem( new PonyTail(1149));
                     
			AddItem( new Vandyke(1149));
			
		}
Beispiel #5
0
        public Neira()
            : base(AIType.AI_Mage)
        {
            Name = "Neira";
            SpecialTitle = "The Necromancer";
            TitleHue = 1174;

            Body = 401;
            Hue = 0x83EC;

            Alignment = Alignment.Undead;

            SetStr(305, 635);
            SetDex(100, 175);
            SetInt(705, 950);

            SetHits(9900, 12750);
            SetStam(80, 100);

            SetDamage(33, 45);

            SetSkill(SkillName.EvalInt, 120.0);
            SetSkill(SkillName.Magery, 120.0);
            SetSkill(SkillName.Meditation, 120.0);
            SetSkill(SkillName.MagicResist, 150.0);
            SetSkill(SkillName.Tactics, 97.6, 100.0);
            SetSkill(SkillName.Wrestling, 97.6, 100.0);

            Fame = 22500;
            Karma = -22500;

            VirtualArmor = 30;
            Female = true;

            Item shroud = new HoodedShroudOfShadows();

            shroud.Movable = false;

            AddItem(shroud);

            var weapon = new Scimitar
            {
                Skill = SkillName.Wrestling,
                Hue = 38,
                Movable = false,
                Name = "Defiled Cutlass"
            };

            AddItem(weapon);

            //new SkeletalMount().Rider = this;
            AddItem(new VirtualMountItem(this));
        }
        public MilitiaFighter()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            InitStats( 40, 30, 5 );
            Title = "the Militia Fighter";

            SpeechHue = Utility.RandomDyedHue();

            Hue = Utility.RandomSkinHue();

            Female = false;
            Body = 0x190;
            Name = NameList.RandomName( "male" );

            Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A ) );
            hair.Hue = Utility.RandomHairHue();
            hair.Layer = Layer.Hair;
            hair.Movable = false;
            AddItem( hair );

            Item beard = new Item( Utility.RandomList( 0x203E, 0x203F, 0x2040, 0x2041, 0x204B, 0x204C, 0x204D ) );
            beard.Hue = hair.Hue;
            beard.Layer = Layer.FacialHair;
            beard.Movable = false;
            AddItem( beard );

            AddItem( new ThighBoots( 0x1BB ) );
            AddItem( new LeatherChest() );
            AddItem( new LeatherArms() );
            AddItem( new LeatherLegs() );
            AddItem( new LeatherCap() );
            AddItem( new LeatherGloves() );
            AddItem( new LeatherGorget() );

            Item weapon;
            switch ( Utility.Random( 6 ) )
            {
                case 0: weapon = new Broadsword(); break;
                case 1: weapon = new Cutlass(); break;
                case 2: weapon = new Katana(); break;
                case 3: weapon = new Longsword(); break;
                case 4: weapon = new Scimitar(); break;
                default: weapon = new VikingSword(); break;
            }
            weapon.Movable = false;
            AddItem( weapon );

            Item shield = new BronzeShield();
            shield.Movable = false;
            AddItem( shield );

            SetSkill( SkillName.Swords, 20.0 );
        }
		public Buccaneer() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			SpeechHue = Utility.RandomDyedHue();
			Title = "the Buccaneer";
			Hue = Utility.RandomSkinHue();

			Body = 0x190;
			Name = NameList.RandomName( "male" );

			Scimitar scimitar = new Scimitar();
			scimitar.Movable = false;
			scimitar.Skill = SkillName.Wrestling;
			AddItem( scimitar );

			AddItem( new FancyShirt() );
			AddItem( new LongPants( Utility.RandomGreenHue()) );
			AddItem( new Boots( Utility.RandomNeutralHue()) );
			AddItem( new Buckler() );
			AddItem( new FeatheredHat( Utility.RandomGreenHue()) );

			SetStr( 750, 950 );
			SetDex( 130, 155 );
			SetInt( 90, 125 );
			SetHits( 2000, 2950 );

			SetDamage( 12, 28 );

			SetDamageType( ResistanceType.Physical, 75 );
			SetDamageType( ResistanceType.Poison, 25 );

			SetResistance( ResistanceType.Physical, 60, 75 );
			SetResistance( ResistanceType.Fire, 50, 65 );
			SetResistance( ResistanceType.Cold, 50, 65 );
			SetResistance( ResistanceType.Poison, 100 );
			SetResistance( ResistanceType.Energy, 40, 50 );

			SetSkill( SkillName.Anatomy, 90.0, 100.3 );
			SetSkill( SkillName.MagicResist, 65.0, 77.5 );
			SetSkill( SkillName.Swords, 95.0, 100.5 );
			SetSkill( SkillName.Tactics, 75.0, 99.5 );

			Fame = 7000;
			Karma = -7000;

			PackArmor( 2, 5 );
			PackWeapon( 3, 5 );
			PackWeapon( 5, 5 );
			PackSlayer();
		}
		public QuarterMaster() : base( AIType.AI_Melee,FightMode.Aggressor, 10, 1, 0.1, 0.3 )
		{
			Name = NameList.RandomName( "male" );
			Title = "the Quarter Master";
			Body = 400;

			SetStr( 491, 610 );
			SetDex( 176, 295 );
			SetInt( 331, 450 );

			SetHits( 3042, 4568 );
			SetMana( 500 );

			SetDamage( 21, 32 );

			SetDamageType( ResistanceType.Physical, 100 );

			SetResistance( ResistanceType.Physical, 55, 65 );
			SetResistance( ResistanceType.Fire, 30, 50 );
			SetResistance( ResistanceType.Cold, 50, 65 );
			SetResistance( ResistanceType.Poison, 25, 45 );
			SetResistance( ResistanceType.Energy, 40, 65 );

			SetSkill( SkillName.MagicResist, 130.6, 145.0 );
			SetSkill( SkillName.Tactics, 130.1, 140.0 );
			SetSkill( SkillName.Swords, 130.1, 155.0 );
			SetSkill( SkillName.Parry, 130.1, 145.0 );
			SetSkill( SkillName.EvalInt, 130.1, 145.0 );
			SetSkill( SkillName.Anatomy, 130.1, 135.0 );
			SetSkill( SkillName.Focus, 130.1, 145.0 );

			Fame = 20000;
			Karma = -20000;

			VirtualArmor = 40;

			AddItem( new TricorneHat( 1109 ) );
			AddItem( new ShortPants( 1109 ) );
			AddItem( new Shirt( 1109 ) );
			AddItem( new ThighBoots() );

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

			m_crew = new ArrayList();
			Timer m_timer = new QuarterMasterFamilyTimer( this );
			m_timer.Start();
		}
Beispiel #9
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		public Barthus()
		{
			Name = "Barthus";
                        Title = "the Shipmate";
			Body = 0x190;
			Hue = Utility.RandomSkinHue();
			Blessed = true;
			CantWalk = true;
			Direction = Direction.South;

			Boots bt = new Boots();
                        bt.Hue = 0;
                        AddItem( bt );

                        LongPants lp = new LongPants();
                        lp.Hue = 0;
                        AddItem( lp );

		        FancyShirt fs = new FancyShirt();
                        fs.Hue = 0;
                        AddItem( fs );

			TricorneHat th = new TricorneHat();
                        th.Hue = 0;
                        AddItem( th );			

	                Scimitar sc = new Scimitar();
                        AddItem( sc );

			GoldBeadNecklace gn = new GoldBeadNecklace();
			AddItem( gn );

			GoldBracelet gb = new GoldBracelet();
			AddItem( gb );

			GoldEarrings ge = new GoldEarrings();
			AddItem( ge );

			GoldRing gr = new GoldRing();
			AddItem( gr );			
                        
                        AddItem( new PonyTail(1149));
                     
			AddItem( new Vandyke(1149));
			
		}
		public Mercenary( string name ) : base( name, AIType.AI_Melee, 0.01 )
		{
			SpeechHue = Utility.RandomDyedHue();
			Hue = Utility.RandomSkinHue();
			Item hair = new Item( Utility.RandomList( 0x203B, 0x2049, 0x2048, 0x204A ) );
			hair.Hue = Utility.RandomNondyedHue();
			hair.Layer = Layer.Hair;
			hair.Movable = false;
			AddItem( hair );

			if ( Female = Utility.RandomBool() )
				Body = 0x191;
			else
			{
				Body = 0x190;
				if ( Utility.RandomBool() )
				{
					Item beard = new Item( Utility.RandomList( 0x203E, 0x203F, 0x2040, 0x2041, 0x204B, 0x204C, 0x204D ) );
					beard.Hue = hair.Hue;
					beard.Layer = Layer.FacialHair;
					beard.Movable = false;
					AddItem( beard );
				}
			}

			Item weapon;
			switch ( Utility.Random( 6 ) )
			{
				case 0: weapon = new Kryss(); break;
				case 1: weapon = new Scimitar(); break;
				case 2: weapon = new WarAxe(); break;
				case 3: weapon = new Cutlass(); break;
				case 4: weapon = new HammerPick(); break;
				default: weapon = new WarFork(); break;
			}
			AddItem( weapon );

			if ( null == Backpack )
			{
				Container pack = new Backpack();
				pack.Movable = false;
				AddItem( pack );
			}
			AddItem( new Robe() );
		}
Beispiel #11
0
        public FortressCalcifinaTreasureChest1() : base(0xE43)
        {
            Name    = "a treasure chest -25-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 25;
            LockLevel     = 25;
            MaxLockLevel  = 30;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(40, 400)));
            }

/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Arrow(Utility.Random(15, 20)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bolt(Utility.Random(15, 20)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(15, 20);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bandage(Utility.Random(15, 20)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bottle(Utility.Random(15, 20)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Lockpick(Utility.Random(15, 20)));
            }

            Item PotionLoot = Loot.RandomPotion();

            DropItem(PotionLoot);

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                case 0: weapon = new Hatchet(); break;

                case 1: weapon = new Bow(); break;

                case 2: weapon = new Crossbow(); break;

                case 3: weapon = new Club(); break;

                case 4: weapon = new Mace(); break;

                case 5: weapon = new Maul(); break;

                case 6: weapon = new Pitchfork(); break;

                case 7: weapon = new ShortSpear(); break;

                case 8: weapon = new GnarledStaff(); break;

                case 9: weapon = new ShepherdsCrook(); break;

                case 10: weapon = new Cutlass(); break;

                case 11: weapon = new Katana(); break;

                case 12: weapon = new Kryss(); break;

                case 13: weapon = new Scimitar(); break;

                case 14: weapon = new AssassinSpike(); break;

                case 15: weapon = new DiamondMace(); break;

                case 16: weapon = new Leafblade(); break;

                case 17: weapon = new MagicalShortbow(); break;

                case 18: weapon = new RadiantScimitar(); break;

                case 19: weapon = new WildStaff(); break;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 4, 18, 22);

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(13))
                {
                case 0: armor = new FemaleStuddedChest(); break;

                case 1: armor = new StuddedArms(); break;

                case 2: armor = new StuddedBustierArms(); break;

                case 3: armor = new StuddedGloves(); break;

                case 4: armor = new StuddedGorget(); break;

                case 5: armor = new ChainCoif(); break;

                case 6: armor = new ChainChest(); break;

                case 7: armor = new ChainLegs(); break;

                case 8: armor = new RingmailArms(); break;

                case 9: armor = new RingmailChest(); break;

                case 10: armor = new RingmailGloves(); break;

                case 11: armor = new RingmailLegs(); break;

                default: armor = new StuddedChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 4, 18, 22);

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseHat hat = Loot.RandomHat(true);
                switch (Utility.Random(5))
                {
                case 0: hat = new BearMask(); break;

                case 1: hat = new DeerMask(); break;

                case 2: hat = new FeatheredHat(); break;

                case 3: hat = new WizardsHat(); break;

                default: hat = new TribalMask(); break;
                }

                BaseRunicTool.ApplyAttributesTo(hat, 4, 18, 22);

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 4, 18, 22);

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseShield shield = new MetalKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 4, 18, 22);
                }

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 4, 18, 22);
                }

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 4, 18, 22);
                }

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 4, 18, 22);
                }

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 4, 18, 22);
                }

                DropItem(ring);
            }
        }
		public override bool OnBeforeDeath() 
		{ 
			Scimitar weapon = new Scimitar(); 

			weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 0, 5 ); 
			weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 0, 5 ); 
			weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 0, 5 ); 

			weapon.MoveToWorld( this.Location, this.Map );

			// TODO: need to handle this Category 2 MID
			// Category 2 MID
			// PackMagicItem( 1, 1, 0.05 );
         
			this.Delete(); 
			return false; 
		} 
Beispiel #13
0
        public RatmenFortressBossChest() : base(0x2DF2)
        {
            Name    = "a boss treasure chest -25-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 25;
            LockLevel     = 25;
            MaxLockLevel  = 30;

            // Gold
            if (Utility.RandomDouble() < 0.50)
            {
                DropItem(new Gold(Utility.Random(250, 400)));
            }

/////////////////////////////////////// Jewelry

            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Agate());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Beryl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new ChromeDiopside());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new FireOpal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new MoonstoneCustom());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Onyx());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Opal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Pearl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new TurquoiseCustom());
            }

            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Bloodstone());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Citrine());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Demantoid());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Jasper());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lolite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lupis());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Peridot());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Tsavorite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Zircon());
            }

            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Amber());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Amethyst());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Andalusite());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Chrysoberyl());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Garnet());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Jade());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Mandarin());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Morganite());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Paraiba());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new TigerEye());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Tourmaline());
            }

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Alexandrite());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Ametrine());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Kunzite());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Ruby());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Sapphire());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Tanzanite());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Topaz());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Zultanite());
            }

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Diamond());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Emerald());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new PinkQuartz());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new StarSapphire());
            }

/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Arrow(Utility.Random(35, 50)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bolt(Utility.Random(35, 50)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(35, 40);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bandage(Utility.Random(25, 40)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bottle(Utility.Random(15, 25)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Lockpick(Utility.Random(15, 25)));
            }

            Item PotionLoot1 = Loot.RandomPotion();

            DropItem(PotionLoot1);

            Item PotionLoot2 = Loot.RandomPotion();

            DropItem(PotionLoot2);

            Item PotionLoot3 = Loot.RandomPotion();

            DropItem(PotionLoot3);

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                case 0: weapon = new Hatchet(); break;

                case 1: weapon = new Bow(); break;

                case 2: weapon = new Crossbow(); break;

                case 3: weapon = new Club(); break;

                case 4: weapon = new Mace(); break;

                case 5: weapon = new Maul(); break;

                case 6: weapon = new Pitchfork(); break;

                case 7: weapon = new ShortSpear(); break;

                case 8: weapon = new GnarledStaff(); break;

                case 9: weapon = new ShepherdsCrook(); break;

                case 10: weapon = new Cutlass(); break;

                case 11: weapon = new Katana(); break;

                case 12: weapon = new Kryss(); break;

                case 13: weapon = new Scimitar(); break;

                case 14: weapon = new AssassinSpike(); break;

                case 15: weapon = new DiamondMace(); break;

                case 16: weapon = new Leafblade(); break;

                case 17: weapon = new MagicalShortbow(); break;

                case 18: weapon = new RadiantScimitar(); break;

                case 19: weapon = new WildStaff(); break;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 5, 15, 20);

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(13))
                {
                case 0: armor = new FemaleStuddedChest(); break;

                case 1: armor = new StuddedArms(); break;

                case 2: armor = new StuddedBustierArms(); break;

                case 3: armor = new StuddedGloves(); break;

                case 4: armor = new StuddedGorget(); break;

                case 5: armor = new ChainCoif(); break;

                case 6: armor = new ChainChest(); break;

                case 7: armor = new ChainLegs(); break;

                case 8: armor = new RingmailArms(); break;

                case 9: armor = new RingmailChest(); break;

                case 10: armor = new RingmailGloves(); break;

                case 11: armor = new RingmailLegs(); break;

                default: armor = new StuddedChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 5, 15, 20);

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseHat hat = Loot.RandomHat(true);
                switch (Utility.Random(5))
                {
                case 0: hat = new BearMask(); break;

                case 1: hat = new DeerMask(); break;

                case 2: hat = new FeatheredHat(); break;

                case 3: hat = new WizardsHat(); break;

                default: hat = new TribalMask(); break;
                }

                BaseRunicTool.ApplyAttributesTo(hat, 5, 15, 20);

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 5, 15, 20);

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseShield shield = new HeaterShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 5, 15, 20);
                }

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 5, 15, 20);
                }

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 5, 15, 20);
                }

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 5, 15, 20);
                }

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 5, 15, 20);
                }

                DropItem(ring);
            }
        }
Beispiel #14
0
        public FighterPeacemaker() : base(AIType.AI_Melee, 1)
        {
            SetStr(220, 300);
            SetDex(40, 60);
            SetInt(40, 60);

            Item weapon;
            switch (Utility.Random(6))
            {
                case 0: weapon = new Broadsword(); break;
                case 1: weapon = new Cutlass(); break;
                case 2: weapon = new Katana(); break;
                case 3: weapon = new Longsword(); break;
                case 4: weapon = new Scimitar(); break;
                default: weapon = new VikingSword(); break;
            }
            AddItem(weapon);

            AddItem(new MetalShield());

            SetDamageType(ResistanceType.Physical, 100);

            SetSkill(SkillName.Tactics, 70.1, 95.0);
            SetSkill(SkillName.Swords, 70.1, 100.0);
            SetSkill(SkillName.Fencing, 65.1, 100.0);
            SetSkill(SkillName.MagicResist, 80.1, 110.0);
            SetSkill(SkillName.Macing, 75.1, 100.0);
            SetSkill(SkillName.Wrestling, 65.1, 100.0);
            SetSkill(SkillName.Parry, 70.1, 100.0);
            SetSkill(SkillName.Healing, 65.1, 75.0);
            SetSkill(SkillName.Anatomy, 80.1, 90.0);
        }
Beispiel #15
0
        public MongbatHideoutTreasureChest1() : base(0xE43)
        {
            Name    = "a treasure chest -40-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 40;
            LockLevel     = 40;
            MaxLockLevel  = 80;

/////////////////////////////////// Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(20, 300)));
            }

/////////////////////////////////////// Supplies

            switch (Utility.Random(19))
            {
            case 0: DropItem(new Board(60)); break;

            case 1: DropItem(new BoltOfCloth(60)); break;

            case 2: DropItem(new Bottle(60)); break;

            case 3: DropItem(new CopperWire(60)); break;

            case 4: DropItem(new Cotton(60)); break;

            case 5: DropItem(new DarkYarn(60)); break;

            case 6: DropItem(new Feather(60)); break;

            case 7: DropItem(new Flax(60)); break;

            case 8: DropItem(new Gears(60)); break;

            case 9: DropItem(new GoldWire(60)); break;

            case 10: DropItem(new IronIngot(60)); break;

            case 11: DropItem(new IronWire(60)); break;

            case 12: DropItem(new Leather(60)); break;

            case 13: DropItem(new LightYarn(60)); break;

            case 14: DropItem(new Shaft(60)); break;

            case 15: DropItem(new SilverWire(60)); break;

            case 16: DropItem(new SpoolOfThread(60)); break;

            case 17: DropItem(new Springs(60)); break;

            case 18: DropItem(new Wool(60)); break;
            }

            switch (Utility.Random(5))
            {
            case 0: DropItem(new BeetleEgg(15)); break;

            case 1: DropItem(new FishScale(15)); break;

            case 2: DropItem(new Nirnroot(15)); break;

            case 3: DropItem(new SerpentScale(15)); break;

            case 4: DropItem(new ThunderStone(15)); break;
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(5, 10);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new SackFlour());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(36))
                {
                case 0: weapon = new Hatchet(); break;                     // Lv1

                case 1: weapon = new Axe(); break;                         // Lv5

                case 2: weapon = new BattleAxe(); break;                   // Lv10

                case 3: weapon = new Bow(); break;                         // Lv1

                case 4: weapon = new Crossbow(); break;                    // Lv1

                case 5: weapon = new Balestra(); break;                    // Lv5

                case 6: weapon = new ElvenLeafBow(); break;                // Lv5

                case 7: weapon = new MagicalShortbow(); break;             // Lv10

                case 8: weapon = new RepeatingCrossbow(); break;           // Lv10

                case 9: weapon = new SkinningKnife(); break;               // Lv1

                case 10: weapon = new Cleaver(); break;                    // Lv5

                case 11: weapon = new Dagger(); break;                     // Lv5

                case 12: weapon = new ButcherKnife(); break;               // Lv10

                case 13: weapon = new EbonyDagger(); break;                // Lv10

                case 14: weapon = new Sai(); break;                        // Lv15

                case 15: weapon = new Club(); break;                       // Lv1

                case 16: weapon = new Nunchaku(); break;                   // Lv1

                case 17: weapon = new Mace(); break;                       // Lv5

                case 18: weapon = new Maul(); break;                       // Lv10

                case 19: weapon = new Scepter(); break;                    // Lv15

                case 20: weapon = new Pitchfork(); break;                  // Lv1

                case 21: weapon = new ShortSpear(); break;                 // Lv5

                case 22: weapon = new Pilum(); break;                      // Lv10

                case 23: weapon = new Pike(); break;                       // Lv15

                case 24: weapon = new GnarledStaff(); break;               // Lv1

                case 25: weapon = new ShepherdsCrook(); break;             // Lv1

                case 26: weapon = new QuarterStaff(); break;               // Lv10

                case 27: weapon = new ReptilianStaff(); break;             // Lv15

                case 28: weapon = new Bokuto(); break;                     // Lv1

                case 29: weapon = new BoneHarvester(); break;              // Lv1

                case 30: weapon = new Cutlass(); break;                    // Lv1

                case 31: weapon = new ElvenMachete(); break;               // Lv1

                case 32: weapon = new Kryss(); break;                      // Lv1

                case 33: weapon = new EbonyRapier(); break;                // Lv10

                case 34: weapon = new Scimitar(); break;                   // Lv10

                default: weapon = new Leafblade(); break;                  // Lv1
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

                case 1: weapon.Attributes.DefendChance = Utility.RandomMinMax(1, 5); break;

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                DropItem(weapon);
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(39))
                {
                case 0: armor = new LeatherArms(); break;                       // Lv1

                case 1: armor = new LeatherBustierArms(); break;                // Lv1

                case 2: armor = new LeatherCap(); break;                        // Lv1

                case 3: armor = new LeatherChest(); break;                      // Lv1

                case 4: armor = new LeatherGloves(); break;                     // Lv1

                case 5: armor = new LeatherGorget(); break;                     // Lv1

                case 6: armor = new LeatherLegs(); break;                       // Lv1

                case 7: armor = new LeatherShorts(); break;                     // Lv1

                case 8: armor = new LeatherSkirt(); break;                      // Lv1

                case 9: armor = new FemaleLeafChest(); break;                   // Lv1

                case 10: armor = new LeafArms(); break;                         // Lv3

                case 11: armor = new LeafChest(); break;                        // Lv3

                case 12: armor = new LeafGloves(); break;                       // Lv3

                case 13: armor = new LeafGorget(); break;                       // Lv3

                case 14: armor = new LeafLegs(); break;                         // Lv3

                case 15: armor = new LeafTonlet(); break;                       // Lv3

                case 16: armor = new LeatherDo(); break;                        // Lv6

                case 17: armor = new LeatherHaidate(); break;                   // Lv6

                case 18: armor = new LeatherHiroSode(); break;                  // Lv6

                case 19: armor = new LeatherJingasa(); break;                   // Lv6

                case 20: armor = new LeatherMempo(); break;                     // Lv6

                case 21: armor = new LeatherNinjaHood(); break;                 // Lv6

                case 22: armor = new LeatherNinjaJacket(); break;               // Lv6

                case 23: armor = new LeatherNinjaMitts(); break;                // Lv6

                case 24: armor = new LeatherNinjaPants(); break;                // Lv6

                case 25: armor = new LeatherSuneate(); break;                   // Lv6

                case 26: armor = new EbonsilkArms(); break;                     // Lv9

                case 27: armor = new EbonsilkChest(); break;                    // Lv9

                case 28: armor = new EbonsilkGloves(); break;                   // Lv9

                case 29: armor = new EbonsilkGorget(); break;                   // Lv9

                case 30: armor = new EbonsilkLegs(); break;                     // Lv9

                case 31: armor = new EbonsilkTiara(); break;                    // Lv9

                case 32: armor = new ChitinArms(); break;                       // Lv12

                case 33: armor = new ChitinChest(); break;                      // Lv12

                case 34: armor = new ChitinGloves(); break;                     // Lv12

                case 35: armor = new ChitinGorget(); break;                     // Lv12

                case 36: armor = new ChitinHelmet(); break;                     // Lv12

                case 37: armor = new ChitinLegs(); break;                       // Lv12

                default: armor = new FemaleLeatherChest(); break;               // Lv1
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50);
                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10);
                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield1 = new Buckler();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50);
                }
                DropItem(shield1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield2 = new WoodenShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50);
                }
                DropItem(shield2);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield3 = new AmmoniteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50);
                }
                DropItem(shield3);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield4 = new BronzeShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50);
                }
                DropItem(shield4);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield5 = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield5, 3, 5, 50);
                }
                DropItem(shield5);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield6 = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield6, 3, 5, 50);
                }
                DropItem(shield6);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10);
                }
                DropItem(ring);
            }
        }
Beispiel #16
0
		private void CreateClassic()
		{
			m_MoveSound = 821;
			m_CaptureSound = 1094;
			m_DeathSound = 1059;

			m_Piece.Female = false;
			m_Piece.BodyValue = 0x190;

			if ( m_BChessboard.OverrideMinorHue )
				m_Piece.Hue = Hue;
			else
				m_Piece.Hue = m_BChessboard.SkinHue;

			m_Piece.HairItemID = 0x203B; //Short Hair
			m_Piece.HairHue = m_BChessboard.OverrideMinorHue ? Hue : m_BChessboard.HairHue;

			Item item = null;

			item = new ChainChest();
			item.Hue = Hue;
			m_Piece.AddItem( item );

			item = new ChainLegs();
			item.Hue = MinorHue;
			m_Piece.AddItem( item );

			item = new Boots();
			item.Hue = Hue;
			m_Piece.AddItem( item );

			item = new Buckler();
			item.Hue = MinorHue;
			m_Piece.AddItem( item );

			item = new Scimitar();
			item.Hue = MinorHue;
			m_Piece.AddItem( item );
		}
Beispiel #17
0
		public override bool OnDragDrop( Mobile from, Item dropped )
		{
            // trigger returns true if returnoverride
            if (XmlScript.HasTrigger(this, TriggerName.onDragDrop) && UberScriptTriggers.Trigger(this, from, TriggerName.onDragDrop, dropped))
                return true;
            PlayerMobile player = from as PlayerMobile;

			if ( player != null )
			{
				QuestSystem qs = player.Quest;

				if ( qs is UzeraanTurmoilQuest )
				{
					if ( dropped is UzeraanTurmoilHorn )
					{
						if ( player.Young )
						{
							UzeraanTurmoilHorn horn = (UzeraanTurmoilHorn)dropped;

							if ( horn.Charges < 10 )
							{
								SayTo( from, 1049384 ); // I have recharged the item for you.
								horn.Charges = 10;
							}
							else
							{
								SayTo( from, 1049385 ); // That doesn't need recharging yet.
							}
						}
						else
						{
							player.SendLocalizedMessage( 1114333 ); //You must be young to have this item recharged.
						}

						return false;
					}

					if ( dropped is SchmendrickScrollOfPower )
					{
						QuestObjective obj = qs.FindObjective( typeof( ReturnScrollOfPowerObjective ) );

						if ( obj != null && !obj.Completed )
						{
							Container cont = GetNewContainer();

							cont.DropItem( new TreasureMap( player.Young ? 0 : 1, Map.Felucca ) );
							cont.DropItem( new Shovel() );
							cont.DropItem( new UzeraanTurmoilHorn() );

							if ( !player.PlaceInBackpack( cont ) )
							{
								cont.Delete();
								player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
								return false;
							}
							else
							{
								dropped.Delete();
								obj.Complete();
								return true;
							}
						}
					}
					else if ( dropped is QuestFertileDirt )
					{
						QuestObjective obj = qs.FindObjective( typeof( ReturnFertileDirtObjective ) );

						if ( obj != null && !obj.Completed )
						{
							Container cont = GetNewContainer();

							if ( player.Profession == 2 ) // magician
							{
								cont.DropItem( new BlackPearl( 20 ) );
								cont.DropItem( new Bloodmoss( 20 ) );
								cont.DropItem( new Garlic( 20 ) );
								cont.DropItem( new Ginseng( 20 ) );
								cont.DropItem( new MandrakeRoot( 20 ) );
								cont.DropItem( new Nightshade( 20 ) );
								cont.DropItem( new SulfurousAsh( 20 ) );
								cont.DropItem( new SpidersSilk( 20 ) );

								for ( int i = 0; i < 3; i++ )
									cont.DropItem( Loot.RandomScroll( 0, 23, SpellbookType.Regular ) );
							}
							else
							{
								cont.DropItem( new Gold( 300 ) );
								cont.DropItem( new Bandage( 25 ) );

								for ( int i = 0; i < 5; i++ )
									cont.DropItem( new LesserHealPotion() );
							}

							if ( !player.PlaceInBackpack( cont ) )
							{
								cont.Delete();
								player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
								return false;
							}
							else
							{
								dropped.Delete();
								obj.Complete();
								return true;
							}
						}
					}
					else if ( dropped is QuestDaemonBlood )
					{
						QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBloodObjective ) );

						if ( obj != null && !obj.Completed )
						{
							Item reward;

							if ( player.Profession == 2 ) // magician
							{
								Container cont = GetNewContainer();

								cont.DropItem( new ExplosionScroll( 4 ) );
								cont.DropItem( new MagicWizardsHat() );

								reward = cont;
							}
							else
							{
								BaseWeapon weapon;
								switch ( Utility.Random( 6 ) )
								{
									case 0: weapon = new Broadsword(); break;
									case 1: weapon = new Cutlass(); break;
									case 2: weapon = new Katana(); break;
									case 3: weapon = new Longsword(); break;
									case 4: weapon = new Scimitar(); break;
									default: weapon = new VikingSword(); break;
								}

                                int damageLevel = BaseCreature.RandomMinMaxScaled(2, 4);
                                if (PseudoSeerStone.Instance != null && PseudoSeerStone.Instance._HighestDamageLevelSpawn < damageLevel)
                                {
                                    damageLevel = PseudoSeerStone.Instance._HighestDamageLevelSpawn;
                                }
                                weapon.DamageLevel = (WeaponDamageLevel)damageLevel;
								weapon.AccuracyLevel = (WeaponAccuracyLevel)BaseCreature.RandomMinMaxScaled( 2, 4 );
								weapon.DurabilityLevel = (WeaponDurabilityLevel)BaseCreature.RandomMinMaxScaled( 2, 4 );

								weapon.Slayer = SlayerName.Silver;

								reward = weapon;
							}

							if ( !player.PlaceInBackpack( reward ) )
							{
								reward.Delete();
								player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
								return false;
							}
							else
							{
								dropped.Delete();
								obj.Complete();
								return true;
							}
						}
					}
					else if ( dropped is QuestDaemonBone )
					{
						QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBoneObjective ) );

						if ( obj != null && !obj.Completed )
						{
							Container cont = GetNewContainer();
							cont.DropItem( new BankCheck( 2000 ) );
							cont.DropItem( new EnchantedSextant() );

							if ( !player.PlaceInBackpack( cont ) )
							{
								cont.Delete();
								player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
								return false;
							}
							else
							{
								dropped.Delete();
								obj.Complete();
								return true;
							}
						}
					}
				}
			}

			return base.OnDragDrop( from, dropped );
		}
        public TerathanIslandTreasureChest() : base(0x2DF1)
        {
            Name    = "a treasure chest -30-";
            Movable = true;
            Hue     = 285;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 30;
            LockLevel     = 30;
            MaxLockLevel  = 35;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(45, 450)));
            }

/////////////////////////////////////// Books

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol1());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol2());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol3());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol4());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol5());
            }

/////////////////////////////////////// Meats

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bacon());
            }
            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Sausage());
            }

/////////////////////////////////////// Eating Utensils

            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new KnifeLeft());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new KnifeRight());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new PewterMug());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new Plate());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new SpoonLeft());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new SpoonRight());
            }

/////////////////////////////////////// Jewelry

            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Agate());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Beryl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new ChromeDiopside());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new FireOpal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new MoonstoneCustom());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Onyx());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Opal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Pearl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new TurquoiseCustom());
            }

            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Bloodstone());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Citrine());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Demantoid());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Jasper());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lolite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lupis());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Peridot());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Tsavorite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Zircon());
            }


/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Arrow(Utility.Random(17, 22)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bolt(Utility.Random(17, 22)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(17, 22);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bandage(Utility.Random(17, 22)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bottle(Utility.Random(17, 22)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Lockpick(Utility.Random(17, 22)));
            }

            Item PotionLoot = Loot.RandomPotion();

            DropItem(PotionLoot);

            if (Utility.RandomDouble() < 0.20)
            {
                DropItem(new LesserPoisonPotion());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new PoisonPotion());
            }

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                case 0: weapon = new Hatchet(); break;

                case 1: weapon = new Bow(); break;

                case 2: weapon = new Crossbow(); break;

                case 3: weapon = new Club(); break;

                case 4: weapon = new Mace(); break;

                case 5: weapon = new Maul(); break;

                case 6: weapon = new Pitchfork(); break;

                case 7: weapon = new ShortSpear(); break;

                case 8: weapon = new GnarledStaff(); break;

                case 9: weapon = new ShepherdsCrook(); break;

                case 10: weapon = new Cutlass(); break;

                case 11: weapon = new Katana(); break;

                case 12: weapon = new Kryss(); break;

                case 13: weapon = new Scimitar(); break;

                case 14: weapon = new AssassinSpike(); break;

                case 15: weapon = new DiamondMace(); break;

                case 16: weapon = new Leafblade(); break;

                case 17: weapon = new MagicalShortbow(); break;

                case 18: weapon = new RadiantScimitar(); break;

                case 19: weapon = new WildStaff(); break;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 22, 25);
                weapon.Hue = 285;

                weapon.WeaponAttributes.HitLeechStam = 5;
                weapon.Attributes.BonusHits          = 10;

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(13))
                {
                case 0: armor = new FemaleStuddedChest(); break;

                case 1: armor = new StuddedArms(); break;

                case 2: armor = new StuddedBustierArms(); break;

                case 3: armor = new StuddedGloves(); break;

                case 4: armor = new StuddedGorget(); break;

                case 5: armor = new ChainCoif(); break;

                case 6: armor = new ChainChest(); break;

                case 7: armor = new ChainLegs(); break;

                case 8: armor = new RingmailArms(); break;

                case 9: armor = new RingmailChest(); break;

                case 10: armor = new RingmailGloves(); break;

                case 11: armor = new RingmailLegs(); break;

                default: armor = new StuddedChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 22, 25);
                armor.Hue = 285;

                armor.Attributes.WeaponDamage = 3;

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseHat hat = Loot.RandomHat(true);
                switch (Utility.Random(5))
                {
                case 0: hat = new BearMask(); break;

                case 1: hat = new DeerMask(); break;

                case 2: hat = new FeatheredHat(); break;

                case 3: hat = new WizardsHat(); break;

                default: hat = new TribalMask(); break;
                }

                BaseRunicTool.ApplyAttributesTo(hat, 3, 22, 25);
                hat.Hue = 285;

                hat.Attributes.BonusHits   = 10;
                hat.Attributes.SpellDamage = 5;
                hat.Resistances.Energy     = 10;

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 22, 25);
                clothing.Hue = 285;

                clothing.Attributes.BonusHits    = 5;
                clothing.Attributes.DefendChance = 3;
                clothing.Resistances.Physical    = 5;

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseShield shield = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 3, 22, 25);
                }
                shield.Hue = 285;

                shield.Attributes.BonusHits = 10;

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 22, 25);
                }
                bracelet.Hue = 285;

                bracelet.Attributes.WeaponDamage = 5;
                bracelet.Attributes.DefendChance = 2;
                bracelet.Resistances.Fire        = 5;

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 22, 25);
                }
                earrings.Hue = 285;

                earrings.Attributes.WeaponDamage = 5;
                earrings.Attributes.DefendChance = 3;
                earrings.Resistances.Cold        = 5;

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 22, 25);
                }
                necklace.Hue = 285;

                necklace.Attributes.WeaponDamage = 5;
                necklace.Attributes.DefendChance = 5;
                necklace.Resistances.Energy      = 5;

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 22, 25);
                }
                ring.Hue = 285;

                ring.Attributes.WeaponDamage = 5;
                ring.Attributes.DefendChance = 2;
                ring.Resistances.Poison      = 5;

                DropItem(ring);
            }
        }
		public Morgan() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			SpeechHue = Utility.RandomDyedHue();
			Name = "Captain Morgan" ;
			Body = 0x190;
			

			SetStr( 999, 1500 );
			SetDex( 700, 999 );
			SetInt( 966, 1045 );

			SetHits( 5000, 10000 );

			SetDamage( 15, 40 );

			SetDamageType( ResistanceType.Physical, 50 );
			SetDamageType( ResistanceType.Cold, 70 );
			SetDamageType( ResistanceType.Energy, 170 );

			SetResistance( ResistanceType.Physical, 65, 70 );
			SetResistance( ResistanceType.Fire, 65, 70 );
			SetResistance( ResistanceType.Cold, 68, 70 );
			SetResistance( ResistanceType.Poison, 68, 70 );
			SetResistance( ResistanceType.Energy, 68, 70 );

			SetSkill( SkillName.EvalInt, 120.1, 130.0 );
			SetSkill( SkillName.Magery, 120.1, 130.0 );
			SetSkill( SkillName.Meditation, 100.1, 101.0 );
			SetSkill( SkillName.Poisoning, 100.1, 101.0 );
			SetSkill( SkillName.MagicResist, 175.2, 200.0 );
			SetSkill( SkillName.Tactics, 120.1, 140.0 );
			SetSkill( SkillName.Wrestling, 99.1, 120.0 );
			SetSkill( SkillName.Swords, 120.0, 165.0 );
			SetSkill( SkillName.Parry, 120.0, 155.5 );
			
			Fame = 88000;
			Karma = -88000;
			 AddItem( new FancyShirt()); 
			 AddItem( new Server.Items.Doublet( 137 ) ); 
			 AddItem( new Server.Items.TricorneHat( 137 ) ); 
			 AddItem( new Server.Items.ShortPants( 889 ) ); 
			 AddItem( new Server.Items.ThighBoots( 2691 ) ); 
			 LeatherGloves gloves = new LeatherGloves();
			 gloves.Hue = 2691;
			 AddItem( gloves ); 
			 AddItem(new Buckler());
         

        		 Item hair = new Item( 0x203C ); 
       			 hair.Hue = 0x2691;
        		 hair.Layer = Layer.Hair;
        		 hair.Movable = false;
        		 AddItem( hair );
        		 Item beard = new Item( 0x2691 );
        		 beard.Hue = hair.Hue;
         		 beard.Layer = Layer.FacialHair;
        		 beard.Movable = false;
        		 AddItem( beard );
			VirtualArmor = 160;

			Scimitar weapon = new Scimitar();
			weapon.Hue = 0x966; 
         		weapon.Crafter = this; 
        	        weapon.Quality = WeaponQuality.Exceptional;
			weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 8, 9 );
			weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 8, 9 );
			weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 8, 9 );

			AddItem( weapon );

			//PackItem( new Token( 300, 500 ) );
			PackGold( 1400, 1700 );
			
			

			
		}
        public UndeadSwordPirateSTR()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.175, 0.2)
        {
            Title = "the unrested pirate";
            Body = 400;
            Team = 1;
            Kills = 10;
            Hue = Utility.RandomSkinHue();
            SpeechHue=1153;
            this.Body = 0x190;
            this.Name = NameList.RandomName( "male" );
                    SetStr( 90, 100 );
            SetDex( 85, 100 );
            SetInt( 10, 20 );

            SetSkill( SkillName.Archery, 95.0, 100.0 );
            SetSkill( SkillName.MagicResist, 75.0, 100.0 );
            SetSkill( SkillName.Tactics, 90.0, 100.0 );
            SetSkill( SkillName.Healing, 75.0, 100.0 );
            SetSkill( SkillName.Anatomy, 90.0, 100.0 );
            SetSkill(SkillName.Swords, 95.0, 100.0);
            SetSkill(SkillName.Stealth, 120.0, 180.0);
            SetSkill(SkillName.Hiding, 120.0, 180.0);

            Fame = 4500;
            Karma = -4500;

            VirtualArmor = 0;

            Item hair = new Item( Utility.RandomList( 0x203B, 0x2049, 0x2048, 0x204A ) );
            hair.Hue = Utility.RandomHairHue();
            hair.Layer = Layer.Hair;
            hair.Movable = false;

            Item beard = new Item( Utility.RandomList( 0x2040, 0x203E , 0x204C, 0x204B, 0x203F ) );
            beard.Hue = hair.Hue;
            beard.Layer = Layer.FacialHair;
            beard.Movable = false;
            AddItem( beard );

            AddItem( hair );
            PackGold( 70, 95 );
            PackItem( new Bandage( 20 ) );

            switch ( Utility.Random( 2 ) )
            {
                case 0:
                {
                Item scimitar = new Scimitar();
                EquipItem( scimitar );
                break;
                }
                case 1:
                {
                Item cutlass = new Cutlass();
                EquipItem( cutlass );
                break;
                }
            }

            switch ( Utility.Random( 3 ) )
            {
                case 0:
                {
                Item fancyshirt = new FancyShirt();
                fancyshirt.Hue = Utility.RandomNeutralHue();
                EquipItem( fancyshirt );
                break;
                }
                case 1:
                {
                Item doublet = new Doublet();
                doublet.Hue = Utility.RandomNeutralHue();
                EquipItem( doublet );
                break;
                }
                case 2:
                {
                break;
                }
            }

            switch ( Utility.Random( 2 ) )
            {
                case 0:
                {
                Item longpants = new LongPants();
                longpants.Hue = Utility.RandomNeutralHue();
                EquipItem( longpants );
                break;
                }
                case 1:
                {
                Item shortpants = new ShortPants();
                shortpants.Hue = Utility.RandomNeutralHue();
                EquipItem( shortpants );
                break;
                }
            }

                    switch ( Utility.Random( 4 ) )
            {
               			case 0:
                {
                Item boots = new Boots();
                boots.Hue = 0;
                EquipItem( boots );
                break;
                }
                case 1:
                {
                Item shoes = new Shoes();
                shoes.Hue = 1713;
                EquipItem( shoes );
                break;
                }
                case 3:
                {
                Item thighboots = new ThighBoots();
                thighboots.Hue = 0;
                EquipItem( thighboots );
                break;
                }
                case 4:
                {
                break;
                }
                 }

                    switch ( Utility.Random( 3 ) )
                 {
               			case 0:
                {
                Item Bandana = new Bandana();
                Bandana.Hue = Utility.RandomBirdHue();
                EquipItem( Bandana );
                break;
                }
                case 1:
                {
                Item skullcap = new SkullCap();
                skullcap.Hue = Utility.RandomBirdHue();
                EquipItem( skullcap );
                break;
                }
                case 3:
                {
                break;
                }
                 }
        }
Beispiel #21
0
        public Neira()
            : base(AIType.AI_Mage, 0.175, 0.350)
        {
            Name = "Neira";
            Title = "the necromancer";
            Body = 401;
            Hue = 0x83EC;
            BardImmune = true;

            SetStr(305, 425);
            SetDex(72, 150);
            SetInt(505, 750);

            SetHits(4800);
            SetStam(102, 300);

            SetDamage(25, 35);

            SetSkill(SkillName.EvalInt, 120.0);
            SetSkill(SkillName.Magery, 120.0);
            SetSkill(SkillName.Meditation, 120.0);
            SetSkill(SkillName.MagicResist, 150.0);
            SetSkill(SkillName.Swords, 97.6, 100.0);
            SetSkill(SkillName.Tactics, 97.6, 100.0);
            SetSkill(SkillName.Wrestling, 97.6, 100.0);

            Fame = 22500;
            Karma = -22500;

            VirtualArmor = 30;
            Female = true;

            Item shroud = new HoodedShroudOfShadows();

            shroud.Movable = false;

            AddItem(shroud);

            Scimitar weapon = new Scimitar();

            // 3% chance for Neira's sword to drop.
            if (Utility.RandomDouble() <= 0.97)
            {
                weapon.LootType = LootType.Newbied;
            }
            else
            {
                weapon.LootType = LootType.Regular;
            }

            weapon.Name = "Corpse Cleaver";
            weapon.Hue = 38;
            weapon.Movable = false;

            AddItem(weapon);

            new SkeletalMount().Rider = this;
        }
        public UndeadBlackBart()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.175, 0.2)
        {
            Body = 400;
            Team = 1;
            Kills = 10;
            Hue = Utility.RandomSkinHue();
            SpeechHue = 1153;
            this.Body = 0x190;
            Name = NameList.RandomName( "Male" );
                    SetStr( 100 );
            SetDex( 100 );
            SetInt( 20 );

            SetSkill( SkillName.Archery, 100.0 );
            SetSkill( SkillName.MagicResist, 100.0 );
            SetSkill( SkillName.Tactics, 100.0 );
            SetSkill( SkillName.Healing, 100.0 );
            SetSkill( SkillName.Anatomy, 100.0 );
            SetSkill(SkillName.Swords, 100.0);
            SetSkill(SkillName.Hiding, 120.0, 180.0);
            SetSkill(SkillName.Stealth, 120.0, 180.0);

            Fame = 4500;
            Karma = -4500;

            VirtualArmor = 0;

            Item hair = new LongHair();
            hair.Hue = 1175;
            hair.Layer = Layer.Hair;
            hair.Movable = false;
            AddItem( hair );
            Item beard = new MediumLongBeard();
            beard.Hue = 1175;
            beard.Layer = Layer.FacialHair;
            beard.Movable = false;
            AddItem( beard );
            PackGold( 120, 160 );
            PackItem( new Bandage( 100 ) );

            Item fancyshirt = new FancyShirt();
            EquipItem( fancyshirt );
            Item necklace = new Necklace();
            EquipItem( necklace );
            Item goldring = new GoldRing();
            EquipItem( goldring );
            Item longpants = new LongPants();
            longpants.Hue = Utility.RandomNeutralHue();
            EquipItem( longpants );
            Item boots = new Boots();
            EquipItem( boots );
            Item gloves = new LeatherGloves();
            EquipItem( gloves);
            Item hat = new TricorneHat();
            hat.Hue = 1;
            EquipItem( hat );

            switch ( Utility.Random( 2 ) )
            {
                case 0:
                {
                Item scimitar = new Scimitar();
                EquipItem( scimitar );
                break;
                }
                case 1:
                {
                Item cutlass = new Cutlass();
                EquipItem( cutlass );
                break;
                }
            }
        }
Beispiel #23
0
		public override void InitOutfit()
		{
			WipeLayers();
			
			switch( Utility.Random( 2 ) )
			{
				case 0: AddItem( new SkullCap( Utility.RandomRedHue() ) ); break;
				case 1: AddItem( new TricorneHat( Utility.RandomRedHue() ) ); break;
			}
			

			if ( Utility.RandomBool() )
			{
				Item shirt = new Shirt( Utility.RandomRedHue() );
				AddItem( shirt );	
			}
			
			Item sash = new BodySash(0x85);
			Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A ) );
			Item pants = new LongPants( Utility.RandomRedHue() );
			Item boots = new Boots( Utility.RandomRedHue() );
			hair.Hue = Utility.RandomHairHue();
			hair.Layer = Layer.Hair;
			hair.Movable = false;

			Item sword;
			if ( Utility.RandomBool() )
				sword = new Scimitar();
			else
				sword = new Cutlass();

			AddItem( hair );
			AddItem( sash );
			AddItem( pants );
			AddItem( boots );
			AddItem( sword );
			sword.Movable = false;

			if( !this.Female )
			{
				Item beard = new Item( Utility.RandomList( 0x203E, 0x203F, 0x2040, 0x2041, 0x204B, 0x204C, 0x204D ) );
				beard.Hue = hair.Hue;
				beard.Layer = Layer.FacialHair;
				beard.Movable = false;
				AddItem( beard );
			}
		}
		public override void OnResponse( NetState state, RelayInfo info ) //Function for GumpButtonType.Reply Buttons
		{
			Mobile from = state.Mobile;
			PlayerMobile pm = from as PlayerMobile;
			PlayerModule module = pm.PlayerModule;

			m_cost = 50;//MOD COST OF WEAPON HERE!!
			Item wep = from.FindItemOnLayer( Layer.FirstValid );
			Item weps = from.FindItemOnLayer( Layer.TwoHanded );
			Container pack = from.Backpack;
			
			if ( wep !=null )
				pack.TryDropItem( from, wep, false );
			
			if ( weps !=null )
				pack.TryDropItem( from, weps, false );

			switch ( info.ButtonID )
			{
				case 0: //Cancel
					{
						from.SendMessage( "You decide against spending your skill points." );
						//from.SendGump( new LevelGump( from ) );
						break;
					}
				case 1: //Katana
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Katana kat = new Katana();
							( ( Item )kat ).Name = "Katana [Level Item]";
							kat.Identified = true;//Prevents others from being used in the upgrading!
							kat.LootType = LootType.Blessed;
							from.EquipItem( kat );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 2: //Broad Sword
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Broadsword bs = new Broadsword();
							bs.Identified = true;
							bs.Name = "Broadsword";
							bs.LootType = LootType.Blessed;
							from.EquipItem( bs );
							from.SendMessage( 102, "You chose a Broadsword" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 3: //Scimitar
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Scimitar sc = new Scimitar();
							sc.Identified = true;
							sc.Name = "Scimitar";
							sc.LootType = LootType.Blessed;
							from.EquipItem( sc );
							from.SendMessage( 102, "You chose a Scimitar" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 4: //Viking sword
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							VikingSword vs = new VikingSword();
							vs.Identified = true;
							vs.Name = "Vikingsword";
							vs.LootType = LootType.Blessed;
							from.EquipItem( vs );
							from.SendMessage( 102, "You chose a Viking Sword" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 5: //Halberd
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Halberd hb = new Halberd();
							hb.Identified = true;
							hb.Name = "Halberd";
							hb.LootType = LootType.Blessed;
							from.EquipItem( hb );
							from.SendMessage( 102, "You chose a Halberd" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 6: //Bardiche
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Bardiche bd = new Bardiche();
							bd.Identified = true;
							bd.Name = "Bardiche";
							bd.LootType = LootType.Blessed;
							from.EquipItem( bd );
							from.SendMessage( 102, "You chose a Bardiche" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 7: //Double Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							DoubleAxe da = new DoubleAxe();
							da.Identified = true;
							da.Name = "Double Axe";
							da.LootType = LootType.Blessed;
							from.EquipItem( da );
							from.SendMessage( 102, "You chose a Double Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 8: //Large Battle Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							LargeBattleAxe lba = new LargeBattleAxe();
							lba.Identified = true;
							lba.Name = "Large Battle Axe";
							lba.LootType = LootType.Blessed;
							from.EquipItem( lba );
							from.SendMessage( 102, "You chose a Large Battle Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 9: //Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Axe a = new Axe();
							a.Identified = true;
							a.Name = "Axe";
							a.LootType = LootType.Blessed;
							from.EquipItem( a );
							from.SendMessage( 102, "You chose an Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 10: //Kryss
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Kryss k = new Kryss();
							k.Identified = true;
							k.Name = "Kryss";
							k.LootType = LootType.Blessed;
							from.EquipItem( k );
							from.SendMessage( 102, "You chose a Kryss" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 11: //War Fork
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarFork wf = new WarFork();
							wf.Identified = true;
							wf.Name = "War Fork";
							wf.LootType = LootType.Blessed;
							from.EquipItem( wf );
							from.SendMessage( 102, "You chose a War Fork" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 12: //Dagger
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Dagger d = new Dagger();
							d.Identified = true;
							d.Name = "Dagger";
							d.LootType = LootType.Blessed;
							from.EquipItem( d );
							from.SendMessage( 102, "You chose a Dagger" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 13: //Pike
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Pike p = new Pike();
							p.Identified = true;
							p.Name = "Pike";
							p.LootType = LootType.Blessed;
							from.EquipItem( p );
							from.SendMessage( 102, "You chose a Pike" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 14: //Short Spear
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							ShortSpear ss = new ShortSpear();
							ss.Identified = true;
							ss.Name = "Short Spear";
							ss.LootType = LootType.Blessed;
							from.EquipItem( ss );
							from.SendMessage( 102, "You chose a Short Spear" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 15: //Long Spear
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Spear ls = new Spear();
							ls.Identified = true;
							ls.Name = "Long Spear";
							ls.LootType = LootType.Blessed;
							from.EquipItem( ls );
							from.SendMessage( 102, "You chose a Long Spear" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 16: //Pitchfork
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Pitchfork p = new Pitchfork();
							p.Identified = true;
							p.Name = "Pitchfork";
							p.LootType = LootType.Blessed;
							from.EquipItem( p );
							from.SendMessage( 102, "You chose a Pitchfork" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 17: //lance
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Lance l = new Lance();
							l.Identified = true;
							l.Name = "Lance";
							l.LootType = LootType.Blessed;
							from.EquipItem( l );
							from.SendMessage( 102, "You chose a Lance" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 18: //Sai's
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Sai s = new Sai();
							s.Identified = true;
							s.Name = "Sai";
							s.LootType = LootType.Blessed;
							from.EquipItem( s );
							from.SendMessage( 102, "You chose Sai's" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 19: //War Mace
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarMace wm = new WarMace();
							wm.Identified = true;
							wm.Name = "War Mace";
							wm.LootType = LootType.Blessed;
							from.EquipItem( wm );
							from.SendMessage( 102, "You chose a War Mace" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 20: //War Hammer
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarHammer wh = new WarHammer();
							wh.Identified = true;
							wh.Name = "War Hammer";
							wh.LootType = LootType.Blessed;
							from.EquipItem( wh );
							from.SendMessage( 102, "You chose a War Hammer" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 21: //Maul
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Maul w = new Maul();
							w.Identified = true;
							w.Name = "Maul";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Maul" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 22: //Club
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Club w = new Club();
							w.Identified = true;
							w.Name = "Club";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Club" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 23: //Q Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							QuarterStaff w = new QuarterStaff();
							w.Identified = true;
							w.Name = "Quarter Staff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Quarter Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 24: //G Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							GnarledStaff w = new GnarledStaff();
							w.Identified = true;
							w.Name = "Gnarled Staff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Gnarled Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 25: //B Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							BlackStaff w = new BlackStaff();
							w.Identified = true;
							w.Name = "BlackStaff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Black Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 26: //Hammer Pick
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							HammerPick w = new HammerPick();
							w.Identified = true;
							w.Name = "Hammer Pick";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Hammer Pick" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 27: //War Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarAxe w = new WarAxe();
							w.Identified = true;
							w.Name = "War Axe";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a War Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 28: //Bow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Bow w = new Bow();
							w.Identified = true;
							w.Name = "Bow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Bow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 29: //Composite Bow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							CompositeBow w = new CompositeBow();
							w.Identified = true;
							w.Name = "Composite Bow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Composite Bow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 30: //Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Crossbow w = new Crossbow();
							w.Identified = true;
							w.Name = "Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 31: //Heavy Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							HeavyCrossbow w = new HeavyCrossbow();
							w.Identified = true;
							w.Name = "Heavy Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Heavy Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 32: //Repeating Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							RepeatingCrossbow w = new RepeatingCrossbow();
							w.Identified = true;
							w.Name = "Repeating Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Repeating Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 33: //Yumi
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Yumi w = new Yumi();
							w.Identified = true;
							w.Name = "Yumi";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Yumi" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
			}
		}
Beispiel #25
0
		public override void InitOutfit()
		{
			WipeLayers();

			Scimitar sword = new Scimitar();
			sword.Quality = WeaponQuality.Exceptional;
			sword.Movable = false;
			AddItem( sword );

			Item hair = new KrisnaHair();
			hair.Hue = 1263;
			hair.Layer = Layer.Hair;
			hair.Movable = false;
			AddItem(hair);

			BoneArms arms = new BoneArms();
			arms.Name = "magical bindings";
			arms.Hue = 1706;
			arms.LootType = LootType.Newbied;
			AddItem( arms );
			
			GoldNecklace necklace = new GoldNecklace();
			necklace.Name = "magical collar";
			necklace.Hue = 1706;
			necklace.LootType = LootType.Newbied;
			AddItem( necklace );
			
		}
Beispiel #26
0
		public Rackham() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Name = "Rackham";
                        Title = "the Bloody Pirate";
			Body = 0x190;
			Hue = Utility.RandomSkinHue();
			
			ThighBoots tb = new ThighBoots();
                        tb.Hue = 0;
                        AddItem( tb );

                        LongPants lp = new LongPants();
                        lp.Hue = 633;
                        AddItem( lp );

		        FancyShirt fs = new FancyShirt();
                        fs.Hue = 907;
                        AddItem( fs );

			SkullCap sk = new SkullCap();
                        sk.Hue = 413;
                        AddItem( sk );

			BodySash bs = new BodySash();
			bs.Hue = 633;
			AddItem( bs );

			Cloak cl = new Cloak();
			cl.Hue = 688;
			AddItem( cl );

	                Scimitar sc = new Scimitar();
			sc.Hue = 533;
                        AddItem( sc );

			GoldBeadNecklace gn = new GoldBeadNecklace();
			AddItem( gn );

			GoldBracelet gb = new GoldBracelet();
			AddItem( gb );

			GoldEarrings ge = new GoldEarrings();
			AddItem( ge );

			GoldRing gr = new GoldRing();
			AddItem( gr );			
                        
                        AddItem( new PonyTail(1149));
                     
			AddItem( new Vandyke(1149));
			
			SetStr( 120, 140 );
			SetDex( 90, 105 );
			SetInt( 25, 40 );

			SetHits( 450, 500 );
			SetMana( 0 );

			SetDamage( 20, 28 );

			SetDamageType( ResistanceType.Physical, 100 );

			SetResistance( ResistanceType.Physical, 56, 67 );
			SetResistance( ResistanceType.Fire, 40, 50 );
			SetResistance( ResistanceType.Poison, 40, 50 );
			SetResistance( ResistanceType.Cold, 40, 45 );
			SetResistance( ResistanceType.Energy, 40, 55 );

			SetSkill( SkillName.MagicResist, 55.1, 65.0 );
			SetSkill( SkillName.Tactics, 85.3, 105.0 );
			SetSkill( SkillName.Wrestling, 90.3, 105.0 );
			SetSkill( SkillName.Swords, 90.3, 105.0 );

			Fame = 9900;
			Karma = -9900;

			VirtualArmor = 25;
					
                        PackItem( new SeafaringBracelet() );
			PackItem( new TreasureMap( 1, Map.Felucca ) ); 
		}
Beispiel #27
0
        public static string MakeThisTask()
        {
            string task = null;

            switch (Utility.RandomMinMax(1, 10))
            {
            case 1: task = "Repair"; break;

            case 2: task = "Fix"; break;

            case 3: task = "Buff"; break;

            case 4: task = "Modify"; break;

            case 5: task = "Polish"; break;

            case 6: task = "Engrave"; break;

            case 7: task = "Adjust"; break;

            case 8: task = "Improve"; break;

            case 9: task = "Smooth the dents from"; break;

            case 10: task = "Remove the dents from"; break;
            }

            Item item = null;

            switch (Utility.RandomMinMax(1, 79))
            {
            case 1: item = new AssassinSpike(); break;

            case 2: item = new Axe(); break;

            case 3: item = new Bardiche(); break;

            case 4: item = new Bascinet(); break;

            case 5: item = new BattleAxe(); break;

            case 6: item = new BoneHarvester(); break;

            case 7: item = new Broadsword(); break;

            case 8: item = new BronzeShield(); break;

            case 9: item = new Buckler(); break;

            case 10: item = new ButcherKnife(); break;

            case 11: item = new ChainChest(); break;

            case 12: item = new ChainCoif(); break;

            case 13: item = new ChainLegs(); break;

            case 14: item = new ChampionShield(); break;

            case 15: item = new Cleaver(); break;

            case 16: item = new CloseHelm(); break;

            case 17: item = new CloseHelm(); break;

            case 18: item = new CrescentBlade(); break;

            case 19: item = new CrestedShield(); break;

            case 20: item = new Cutlass(); break;

            case 21: item = new Dagger(); break;

            case 22: item = new DarkShield(); break;

            case 23: item = new DiamondMace(); break;

            case 24: item = new DoubleAxe(); break;

            case 25: item = new DoubleBladedStaff(); break;

            case 26: item = new DreadHelm(); break;

            case 27: item = new ElvenMachete(); break;

            case 28: item = new ElvenShield(); break;

            case 29: item = new ElvenSpellblade(); break;

            case 30: item = new ExecutionersAxe(); break;

            case 31: item = new FemalePlateChest(); break;

            case 32: item = new GuardsmanShield(); break;

            case 33: item = new Halberd(); break;

            case 34: item = new HammerPick(); break;

            case 35: item = new HeaterShield(); break;

            case 36: item = new Helmet(); break;

            case 37: item = new Helmet(); break;

            case 38: item = new JeweledShield(); break;

            case 39: item = new Katana(); break;

            case 40: item = new Kryss(); break;

            case 41: item = new Lance(); break;

            case 42: item = new LargeBattleAxe(); break;

            case 43: item = new Leafblade(); break;

            case 44: item = new Longsword(); break;

            case 45: item = new Mace(); break;

            case 46: item = new Maul(); break;

            case 47: item = new MetalKiteShield(); break;

            case 48: item = new MetalShield(); break;

            case 49: item = new NorseHelm(); break;

            case 50: item = new NorseHelm(); break;

            case 51: item = new OrnateAxe(); break;

            case 52: item = new Pickaxe(); break;

            case 53: item = new Pike(); break;

            case 54: item = new Pitchfork(); break;

            case 55: item = new PlateArms(); break;

            case 56: item = new PlateChest(); break;

            case 57: item = new PlateGloves(); break;

            case 58: item = new PlateGorget(); break;

            case 59: item = new PlateHelm(); break;

            case 60: item = new PlateHelm(); break;

            case 61: item = new PlateLegs(); break;

            case 62: item = new RadiantScimitar(); break;

            case 63: item = new RingmailArms(); break;

            case 64: item = new RingmailChest(); break;

            case 65: item = new RingmailGloves(); break;

            case 66: item = new RingmailLegs(); break;

            case 67: item = new RuneBlade(); break;

            case 68: item = new Scimitar(); break;

            case 69: item = new Scythe(); break;

            case 70: item = new ShortSpear(); break;

            case 71: item = new SkinningKnife(); break;

            case 72: item = new Spear(); break;

            case 73: item = new ThinLongsword(); break;

            case 74: item = new TwoHandedAxe(); break;

            case 75: item = new VikingSword(); break;

            case 76: item = new WarAxe(); break;

            case 77: item = new WarCleaver(); break;

            case 78: item = new WarHammer(); break;

            case 79: item = new WarMace(); break;
            }

            if (Utility.RandomMinMax(1, 5) == 1)
            {
                bool evil   = false;
                bool orient = false;

                switch (Utility.RandomMinMax(1, 8))
                {
                case 1: evil = true; break;

                case 2: orient = true; break;
                }

                string sAdjective = "unusual";
                string eAdjective = "might";

                sAdjective = Server.LootPackEntry.MagicItemAdj("start", orient, evil, item.ItemID);
                eAdjective = Server.LootPackEntry.MagicItemAdj("end", orient, evil, item.ItemID);

                string name  = "item";
                string xName = ContainerFunctions.GetOwner("property");

                if (item.Name != null && item.Name != "")
                {
                    name = item.Name.ToLower();
                }
                if (name == "item")
                {
                    name = MorphingItem.AddSpacesToSentence((item.GetType()).Name).ToLower();
                }

                switch (Utility.RandomMinMax(0, 5))
                {
                case 0: name = sAdjective + " " + name + " of " + xName;        break;

                case 1: name = name + " of " + xName;                                           break;

                case 2: name = sAdjective + " " + name;                                         break;

                case 3: name = sAdjective + " " + name + " of " + xName;        break;

                case 4: name = name + " of " + xName;                                           break;

                case 5: name = sAdjective + " " + name;                                         break;
                }

                task = task + " their " + name;
            }
            else
            {
                string[] sMetals = new string[] { "iron ", "dull copper ", "shadow iron ", "copper ", "bronze ", "gold ", "agapite ", "verite ", "valorite ", "nepturite ", "obsidian ", "steel ", "brass ", "mithril ", "xormite ", "dwarven " };
                string   sMetal  = sMetals[Utility.RandomMinMax(0, (sMetals.Length - 1))];

                string name = "item";
                if (item.Name != null && item.Name != "")
                {
                    name = item.Name.ToLower();
                }
                if (name == "item")
                {
                    name = MorphingItem.AddSpacesToSentence((item.GetType()).Name).ToLower();
                }

                task = task + " their " + sMetal + name;
            }

            item.Delete();

            return(task);
        }
Beispiel #28
0
        public MongbatHideoutTreasureChest2() : base(0xE43)
        {
            Name    = "a treasure chest -50-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 50;
            LockLevel     = 50;
            MaxLockLevel  = 80;

/////////////////////////////////// Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(20, 300)));
            }

/////////////////////////////////////// Supplies

            switch (Utility.Random(18))
            {
            case 0: DropItem(new Board(70)); break;

            case 1: DropItem(new BoltOfCloth(70)); break;

            case 2: DropItem(new Bottle(70)); break;

            case 3: DropItem(new CopperWire(70)); break;

            case 4: DropItem(new Cotton(70)); break;

            case 5: DropItem(new DarkYarn(70)); break;

            case 6: DropItem(new Feather(70)); break;

            case 7: DropItem(new Flax(70)); break;

            case 8: DropItem(new Gears(70)); break;

            case 9: DropItem(new GoldWire(70)); break;

            case 10: DropItem(new IronIngot(70)); break;

            case 11: DropItem(new IronWire(70)); break;

            case 12: DropItem(new Leather(70)); break;

            case 13: DropItem(new LightYarn(70)); break;

            case 14: DropItem(new Shaft(70)); break;

            case 15: DropItem(new SilverWire(70)); break;

            case 16: DropItem(new SpoolOfThread(70)); break;

            case 17: DropItem(new Springs(70)); break;

            case 18: DropItem(new Wool(70)); break;
            }

            switch (Utility.Random(5))
            {
            case 0: DropItem(new BeetleEgg(25)); break;

            case 1: DropItem(new FishScale(25)); break;

            case 2: DropItem(new Nirnroot(25)); break;

            case 3: DropItem(new SerpentScale(25)); break;

            case 4: DropItem(new ThunderStone(25)); break;
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(10, 15);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new SackFlour());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

/////////////////////////////////////// LV 10-20
/////////////////////////////////////// LV 10-25 for staves
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(28))
                {
                case 0: weapon = new BattleAxe(); break;                   // Lv10

                case 1: weapon = new DoubleAxe(); break;                   // Lv20

                case 2: weapon = new MagicalShortbow(); break;             // Lv10

                case 3: weapon = new RepeatingCrossbow(); break;           // Lv10

                case 4: weapon = new ButcherKnife(); break;                // Lv10

                case 5: weapon = new CompositeBow(); break;                // Lv20

                case 6: weapon = new EbonyCrossbow(); break;               // Lv20

                case 7: weapon = new EbonyDagger(); break;                 // Lv10

                case 8: weapon = new Sai(); break;                         // Lv15

                case 9: weapon = new EbonyDualDaggers(); break;            // Lv20

                case 10: weapon = new Maul(); break;                       // Lv10

                case 11: weapon = new Scepter(); break;                    // Lv15

                case 12: weapon = new WarMace(); break;                    // Lv20

                case 13: weapon = new Pilum(); break;                      // Lv10

                case 14: weapon = new Pike(); break;                       // Lv15

                case 15: weapon = new Spear(); break;                      // Lv20

                case 16: weapon = new QuarterStaff(); break;               // Lv10

                case 17: weapon = new ReptilianStaff(); break;             // Lv15

                case 18: weapon = new BubbleStaff(); break;                // Lv25

                case 19: weapon = new CrystalStaff(); break;               // Lv25

                case 20: weapon = new EnergyStaff(); break;                // Lv25

                case 21: weapon = new FireStaff(); break;                  // Lv25

                case 22: weapon = new VineStaff(); break;                  // Lv25

                case 23: weapon = new EbonyRapier(); break;                // Lv10

                case 24: weapon = new Scimitar(); break;                   // Lv10

                case 25: weapon = new Longsword(); break;                  // Lv20

                case 26: weapon = new VikingSword(); break;                // Lv20

                default: weapon = new Wakizashi(); break;                  // Lv20
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

                case 1: weapon.Attributes.DefendChance = Utility.RandomMinMax(1, 5); break;

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

                case 1: weapon.Attributes.DefendChance = Utility.RandomMinMax(1, 5); break;

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                DropItem(weapon);
            }

/////////////////////////////////////// LV 12-18
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(19))
                {
                case 0: armor = new ChitinArms(); break;                         // Lv12

                case 1: armor = new ChitinChest(); break;                        // Lv12

                case 2: armor = new ChitinGloves(); break;                       // Lv12

                case 3: armor = new ChitinGorget(); break;                       // Lv12

                case 4: armor = new ChitinHelmet(); break;                       // Lv12

                case 5: armor = new ChitinLegs(); break;                         // Lv12

                case 6: armor = new FemaleStuddedChest(); break;                 // Lv15

                case 7: armor = new StuddedArms(); break;                        // Lv15

                case 8: armor = new StuddedBustierArms(); break;                 // Lv15

                case 9: armor = new StuddedChest(); break;                       // Lv15

                case 10: armor = new StuddedGloves(); break;                     // Lv15

                case 11: armor = new StuddedGorget(); break;                     // Lv15

                case 12: armor = new StuddedLegs(); break;                       // Lv15

                case 13: armor = new HideFemaleChest(); break;                   // Lv18

                case 14: armor = new HideGloves(); break;                        // Lv18

                case 15: armor = new HideGorget(); break;                        // Lv18

                case 16: armor = new HidePants(); break;                         // Lv18

                case 17: armor = new HidePauldrons(); break;                     // Lv18

                default: armor = new HideChest(); break;                         // Lv18
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50);
                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10);
                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield1 = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50);
                }
                DropItem(shield1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield2 = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50);
                }
                DropItem(shield2);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield3 = new MetalKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50);
                }
                DropItem(shield3);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10);
                }
                DropItem(ring);
            }
        }
Beispiel #29
0
		//AIType, Fight Mode, Range Perception, Fighting Range, Active Speed, Passive Speed
		public VampireLord() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Name = "Vampire Lord";
			Body = 0x0190;
			Hue = 0x497;

			SetStr( 750 );
			SetDex( 400, 500 );
			SetInt( 200, 250 );

			SetHits( 350, 400 );
			SetStam( 250, 300 );
			SetMana( 250, 300 );

			SetDamage( 20, 40 );

			SetSkill( SkillName.Poisoning, 90.0, 100.0 );
			SetSkill( SkillName.Tactics, 90.0, 98.0 );
			SetSkill( SkillName.MagicResist, 75.0, 88.0 );
			SetSkill( SkillName.Parry, 85.0, 98.0 );
			SetSkill( SkillName.Wrestling, 67.0, 90.0 );
			SetSkill( SkillName.DetectHidden, 90.0, 100.0 );
			SetSkill( SkillName.Swords, 90.0, 95.0 );
			SetSkill( SkillName.Magery, 95.0, 100.0 );
            SetSkill(SkillName.EvalInt, 95.0, 100.0);

			Fame = 3000;
			Karma = -10000;

			VirtualArmor = 40;

		    Item temp = new PlateGloves {Movable = false, Hue = 0x0492, Name = "Vampire Plate Gauntlets"};
		    AddItem( temp );
			temp = new PlateArms {Hue = 0x0492, Movable = false, Name = "Vampire Plate Arms"};
		    AddItem( temp );
			temp = new PlateGorget {Movable = false, Hue = 0x0492, Name = "Vampire Plate Gorget"};
		    AddItem( temp );
			temp = new PlateLegs {Movable = false, Hue = 0x0492, Name = "Vampire Plate Legs"};
		    AddItem( temp );
			temp = new PlateChest {Movable = false, Hue = 0x0492, Name = "Vampire Plate Chest"};
		    AddItem( temp );
			temp = new PlateHelm {Movable = false, Hue = 0x0492, Name = "Vampire Plate Helm"};
		    AddItem( temp );
			temp = new BodySash {Movable = false, Hue = 0x1, Name = "Vampire Sash"};
		    AddItem( temp );
			temp = new Cloak {Movable = false, Hue = 0x1};
		    AddItem( temp );

            BaseArmor tarm;
            if (Utility.RandomDouble() < 0.3)
            {
                switch (Utility.Random(6))
                {
                    case 0:
                        tarm = new PlateGloves {Hue = 0x492, Name = "Vampire Plate Gauntlets"};
                        break;
                    case 1:
                        tarm = new PlateArms {Hue = 0x492, Name = "Vampire Plate Arms"};
                        break;
                    case 2:
                        tarm = new PlateChest {Hue = 0x492, Name = "Vampire Plate Chest"};
                        break;
                    case 3:
                        tarm = new PlateHelm {Hue = 0x492, Name = "Vampire Plate Helm"};
                        break;
                    case 4:
                        tarm = new PlateLegs {Hue = 0x492, Name = "Vampire Plate Legs"};
                        break;
                    default:
                        tarm = new PlateGorget {Hue = 0x492, Name = "Vampire Plate Gorget"};
                        break;
                }

                tarm.ProtectionLevel = (ArmorProtectionLevel) Utility.RandomMinMax(0, 5);
                AddItem(tarm);
            }

		    BaseSword twep;
			switch( Utility.Random( 8 ) )
			{
				case 0:
					twep = new Broadsword();
					break;
				case 1:
					twep = new Cutlass();
					break;
				case 2:
					twep = new Scimitar();
					break;
				case 3:
					twep = new Katana();
					break;
				case 4:
					twep = new Kryss();
					break;
				case 5:
					twep = new Longsword();
					break;
				case 6:
					twep = new ThinLongsword();
					break;
				default:
					twep = new VikingSword();
					break;
			}
			switch( Utility.Random( 3 ) )
			{
				case 0:
                    twep.DamageLevel = WeaponDamageLevel.Might;
					break;
				case 1:
                    twep.DamageLevel = WeaponDamageLevel.Force;
					break;
				case 2:
					twep.DamageLevel = WeaponDamageLevel.Power;
					break;
			}

			AddItem( twep );
		}
		public Squire() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			SpeechHue = Utility.RandomDyedHue();
			Nickname = "Master";
			SNickname = "Squire";
			
			IsBonded = true;
			ControlSlots = 4;
			
			m_AutoUseHealthPotion = true;
			m_AutoUseCurePotion = true;
			m_AutoHealSelf = true;
			m_AutoHealMaster = true;
			m_AutoHealOther = true;
			m_AutoPickupAmmo = true;
			m_DesperateMasterRun = true;
			
			SetStr( 45, 55 );
			SetDex( 15, 25 );
			SetInt( 10, 15 );
			
			SetSkill( SkillName.Wrestling, 20.0, 30.0 );
			SetSkill( SkillName.Anatomy, 20.0, 30.0 );
			SetSkill( SkillName.Tactics, 20.0, 30.0 );
			SetSkill( SkillName.Swords, 20.0, 30.0 );
			SetSkill( SkillName.Macing, 20.0, 30.0 );
			SetSkill( SkillName.Fencing, 20.0, 30.0 );
			SetSkill( SkillName.Archery, 20.0, 30.0 );
			
			Skills.Cap = 12000;
			StatCap = 600;

			if ( Female = Utility.RandomBool() )
			{
				switch ( Utility.Random( 5 ) )
				{
					case 4 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 3 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 2 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 1 : Body = 0x25E; Race = Race.Elf; Hue = Race.RandomSkinHue(); Utility.AssignRandomHair( this, true ); break;
					case 0 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
				}
			}
			else
			{
				switch ( Utility.Random( 5 ) )
				{
					case 4 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 3 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 2 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 1 : Body = 0x25D; Race = Race.Elf; Hue = Race.RandomSkinHue(); Utility.AssignRandomHair( this, true ); break;
					case 0 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
				}
				if ( Body == 0x190 )
				{
					Utility.AssignRandomFacialHair( this, HairHue );
				}
			}
			
			if ( Body == 0x191 )
			{
				Name = NameList.RandomName( "female" );
			}
			else if ( Body == 0x25E )
			{
				Name = NameList.RandomName( "female elf brigand" );
			}
			else if ( Body == 0x25D )
			{
				Name = NameList.RandomName( "male elf brigand" );
			}
			else
			{
				Name = NameList.RandomName( "male" );
			}
			
			Item weapon;
			switch ( Utility.Random( 6 ) )
			{
				case 0: weapon = new Kryss(); break;
				case 1: weapon = new Scimitar(); break;
				case 2: weapon = new WarAxe(); break;
				case 3: weapon = new Cutlass(); break;
				case 4: weapon = new HammerPick(); break;
				default: weapon = new WarFork(); break;
			}
			AddItem( weapon );
			AddItem( new RingmailChest() );
			AddItem( new RingmailLegs() );
			AddItem( new RingmailArms() );
			AddItem( new RingmailGloves() );
			AddItem( new Boots() );

			if ( null == Backpack )
			{
				Container pack = new Backpack();
				pack.Movable = false;
				AddItem( pack );
			}
		}
        public AmazonTreeSettlementTreasureChest() : base(0xE43)
        {
            Name    = "a treasure chest -10-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 10;
            LockLevel     = 10;
            MaxLockLevel  = 15;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(15, 200)));
            }

/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Arrow(Utility.Random(2, 6)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bolt(Utility.Random(2, 6)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(2, 6);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bandage(Utility.Random(2, 6)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bottle(Utility.Random(2, 6)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Lockpick(Utility.Random(2, 6)));
            }

            Item PotionLoot = Loot.RandomPotion();

            DropItem(PotionLoot);

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterBelt());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterBoots());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterBustier());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterGloves());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterHelmet());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(21))
                {
                case 0: weapon = new Hatchet(); break;

                case 1: weapon = new Bow(); break;

                case 2: weapon = new Crossbow(); break;

                case 3: weapon = new Club(); break;

                case 4: weapon = new Mace(); break;

                case 5: weapon = new Maul(); break;

                case 6: weapon = new Pitchfork(); break;

                case 7: weapon = new ShortSpear(); break;

                case 8: weapon = new GnarledStaff(); break;

                case 9: weapon = new ShepherdsCrook(); break;

                case 10: weapon = new Cutlass(); break;

                case 11: weapon = new Katana(); break;

                case 12: weapon = new Kryss(); break;

                case 13: weapon = new Scimitar(); break;

                case 14: weapon = new AssassinSpike(); break;

                case 15: weapon = new DiamondMace(); break;

                case 16: weapon = new Leafblade(); break;

                case 17: weapon = new MagicalShortbow(); break;

                case 18: weapon = new RadiantScimitar(); break;

                case 19: weapon = new WildStaff(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 10, 15);
                weapon.DamageLevel     = (WeaponDamageLevel)Utility.Random(2);
                weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.Random(2);
                weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(2);
                weapon.Quality         = WeaponQuality.Regular;

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(10))
                {
                case 0: armor = new FemaleLeatherChest(); break;

                case 1: armor = new LeatherBustierArms(); break;

                case 2: armor = new LeatherArms(); break;

                case 3: armor = new LeatherCap(); break;

                case 4: armor = new LeatherGloves(); break;

                case 5: armor = new LeatherGorget(); break;

                case 6: armor = new LeatherLegs(); break;

                case 7: armor = new LeatherShorts(); break;

                case 8: armor = new LeatherSkirt(); break;

                default: armor = new LeatherChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 10, 15);
                armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
                armor.Durability      = (ArmorDurabilityLevel)Utility.Random(3);
                armor.Quality         = ArmorQuality.Regular;

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseHat hat = Loot.RandomHat(true);
                switch (Utility.Random(5))
                {
                case 0: hat = new BearMask(); break;

                case 1: hat = new DeerMask(); break;

                case 2: hat = new FeatheredHat(); break;

                case 3: hat = new WizardsHat(); break;

                default: hat = new TribalMask(); break;
                }

                BaseRunicTool.ApplyAttributesTo(hat, 3, 10, 15);

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 10, 15);

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseShield shield = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 3, 10, 15);
                }

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 10, 15);
                }

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new GoldEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 10, 15);
                }

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 10, 15);
                }

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new GoldRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 10, 15);
                }

                DropItem(ring);
            }
        }
Beispiel #32
0
        public override void InitOutfit()
        {
            WipeLayers();

            // black captain's hat
            TricorneHat hat = CaptainsHat();
            hat.LootType = LootType.Newbied;
            AddItem(hat);

            if (Utility.RandomBool())
            {
                Item shirt = new Shirt(Utility.RandomRedHue());
                AddItem(shirt);
            }

            Item sash = new BodySash(0x85);
            Item hair = new Item(Utility.RandomList(0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A));
            Item pants = new LongPants(Utility.RandomRedHue());
            Item boots = new Boots(Utility.RandomRedHue());
            hair.Hue = Utility.RandomHairHue();
            hair.Layer = Layer.Hair;
            hair.Movable = false;

            Item sword;
            if (Utility.RandomBool())
                sword = new Scimitar();
            else
                sword = new Cutlass();

			sword.LootType = LootType.Newbied;

            AddItem(hair);
            AddItem(sash);
            AddItem(pants);
            AddItem(boots);
            AddItem(sword);

            if (!this.Female)
            {
                Item beard = new Item(Utility.RandomList(0x203E, 0x203F, 0x2040, 0x2041, 0x204B, 0x204C, 0x204D));
                beard.Hue = hair.Hue;
                beard.Layer = Layer.FacialHair;
                beard.Movable = false;
                AddItem(beard);
            }
        }
Beispiel #33
0
		public Vampire() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Hue = 0x497;
			Body = 0x190;
			Name = "Vampire";

			SetStr( 450 );
			SetDex( 200, 300 );
			SetInt( 150, 200 );
			SetHits( 200, 300 );
			SetStam( 200, 300 );
			SetMana( 150, 200 );
			SetDamage( 10, 20 );

			SetSkill( SkillName.Parry, 75.0, 80.0 );
			SetSkill( SkillName.Poisoning, 90.0, 100.0 );
			SetSkill( SkillName.MagicResist, 75.0, 88.0 );
			SetSkill( SkillName.Swords, 75.0, 85.0 );
			SetSkill( SkillName.Tactics, 80.0, 90.0 );
			SetSkill( SkillName.Wrestling, 67.0, 80.0 );
			SetSkill( SkillName.Magery, 65.0, 80.0 );
            SetSkill(SkillName.EvalInt, 75.0, 85.0);

			Fame = 4000;
			Karma = -4000;
			VirtualArmor = 20;

		    Item temp = new PlateGloves {Movable = false, Hue = 0x0590, Name = "Vampire Plate Gauntlets"};
		    AddItem( temp );
			temp = new PlateArms {Hue = 0x0845, Movable = false, Name = "Vampire Plate Arms"};
		    AddItem( temp );
			temp = new PlateGorget {Movable = false, Hue = 0x0590, Name = "Vampire Plate Gorget"};
		    AddItem( temp );
			temp = new PlateLegs {Movable = false, Hue = 0x0590, Name = "Vampire Plate Legs"};
		    AddItem( temp );
			temp = new PlateChest {Movable = false, Hue = 0x0590, Name = "Vampire Plate Chest"};
		    AddItem( temp );
			temp = new Cloak( 0x1 ) {Movable = false};
		    AddItem( temp );

		    HairItemID = 8252;
		    HairHue = Utility.RandomHairHue();

			BaseSword twep;
			switch( Utility.Random( 8 ) )
			{
				case 0:
					twep = new Broadsword();
					break;
				case 1:
					twep = new Cutlass();
					break;
				case 2:
					twep = new Scimitar();
					break;
				case 3:
					twep = new Katana();
					break;
				case 4:
					twep = new Kryss();
					break;
				case 5:
					twep = new Longsword();
					break;
				case 6:
					twep = new ThinLongsword();
					break;
				default:
					twep = new VikingSword();
					break;
			}
			switch( Utility.Random( 3 ) )
			{
				case 0:
					twep.DamageLevel = WeaponDamageLevel.Ruin;
					break;
				case 1:
					twep.DamageLevel = WeaponDamageLevel.Might;
					break;
				case 2:
					twep.DamageLevel = WeaponDamageLevel.Force;
					break;
			}

			AddItem( twep );
		}
		public override bool OnBeforeDeath()
		{
			Gold gold = new Gold(150, 250);
			gold.Map = this.Map;
			gold.Location = this.Location;

			Scimitar weapon = new Scimitar();
			weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 1, 5 );
			weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 0, 5 );
			weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 0, 5 );
			weapon.Map = this.Map;
			weapon.Location = this.Location;

			this.Delete();
			return false;
		}
Beispiel #35
0
        private void CreateClassic()
        {
            m_MoveSound = 821;
            m_CaptureSound = 1094;
            m_DeathSound = 1059;

            m_Piece.Female = false;
            m_Piece.BodyValue = 0x190;

            if ( m_BChessboard.OverrideMinorHue )
                m_Piece.Hue = Hue;
            else
                m_Piece.Hue = m_BChessboard.SkinHue;
            m_Piece.AddItem( new ShortHair( m_BChessboard.OverrideMinorHue ? Hue : m_BChessboard.HairHue ) );

            Item item = null;

            if ( m_Color == ChessColor.White )
            {
                item = new OrderShield();
                m_Piece.AddItem( item );
            }
            else
            {
                item = new ChaosShield();
                m_Piece.AddItem( item );
            }

            item = new ChainChest();
            item.Hue = Hue;
            m_Piece.AddItem( item );

            item = new ChainLegs();
            item.Hue = MinorHue;
            m_Piece.AddItem( item );

            item = new Boots();
            item.Hue = Hue;
            m_Piece.AddItem( item );

            item = new Scimitar();
            m_Piece.AddItem( item );
        }
Beispiel #36
0
        public override bool OnDragDrop( Mobile from, Item dropped )
        {
            PlayerMobile player = from as PlayerMobile;

            if ( player != null )
            {
                QuestSystem qs = player.Quest;

                if ( qs is UzeraanTurmoilQuest )
                {
                    if ( dropped is UzeraanTurmoilHorn )
                    {
                        if ( player.Young )
                        {
                            UzeraanTurmoilHorn horn = (UzeraanTurmoilHorn) dropped;

                            if ( horn.Charges < 10 )
                            {
                                SayTo( from, 1049384 ); // I have recharged the item for you.
                                horn.Charges = 10;
                            }
                            else
                            {
                                SayTo( from, 1049385 ); // That doesn't need recharging yet.
                            }
                        }
                        else
                        {
                            player.SendMessage( "You must be young to have this item recharged." );
                        }

                        return false;
                    }

                    if ( dropped is SchmendrickScrollOfPower )
                    {
                        QuestObjective obj = qs.FindObjective( typeof( ReturnScrollOfPowerObjective ) );

                        if ( obj != null && !obj.Completed )
                        {
                            Container cont = GetNewContainer();

                            cont.DropItem( new TreasureMap( 1 ) );
                            cont.DropItem( new Shovel() );
                            cont.DropItem( new UzeraanTurmoilHorn() );

                            if ( !player.PlaceInBackpack( cont ) )
                            {
                                cont.Delete();
                                player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
                                return false;
                            }
                            else
                            {
                                dropped.Delete();
                                obj.Complete();
                                return true;
                            }
                        }
                    }
                    else if ( dropped is QuestFertileDirt )
                    {
                        QuestObjective obj = qs.FindObjective( typeof( ReturnFertileDirtObjective ) );

                        if ( obj != null && !obj.Completed )
                        {
                            Container cont = GetNewContainer();

                            if ( player.Profession == 2 ) // magician
                            {
                                cont.DropItem( new BlackPearl( 20 ) );
                                cont.DropItem( new Bloodmoss( 20 ) );
                                cont.DropItem( new Garlic( 20 ) );
                                cont.DropItem( new Ginseng( 20 ) );
                                cont.DropItem( new MandrakeRoot( 20 ) );
                                cont.DropItem( new Nightshade( 20 ) );
                                cont.DropItem( new SulfurousAsh( 20 ) );
                                cont.DropItem( new SpidersSilk( 20 ) );

                                for ( int i = 0; i < 3; i++ )
                                {
                                    cont.DropItem( Loot.RandomScroll( 0, 23, SpellbookType.Regular ) );
                                }
                            }
                            else
                            {
                                cont.DropItem( new Gold( 300 ) );
                                cont.DropItem( new Bandage( 25 ) );

                                for ( int i = 0; i < 5; i++ )
                                {
                                    cont.DropItem( new LesserHealPotion() );
                                }
                            }

                            if ( !player.PlaceInBackpack( cont ) )
                            {
                                cont.Delete();
                                player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
                                return false;
                            }
                            else
                            {
                                dropped.Delete();
                                obj.Complete();
                                return true;
                            }
                        }
                    }
                    else if ( dropped is QuestDaemonBlood )
                    {
                        QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBloodObjective ) );

                        if ( obj != null && !obj.Completed )
                        {
                            Item reward;

                            if ( player.Profession == 2 ) // magician
                            {
                                Container cont = GetNewContainer();

                                cont.DropItem( new ExplosionScroll( 4 ) );
                                cont.DropItem( new MagicWizardsHat() );

                                reward = cont;
                            }
                            else
                            {
                                BaseWeapon weapon;
                                switch ( Utility.Random( 6 ) )
                                {
                                    case 0:
                                        weapon = new Broadsword();
                                        break;
                                    case 1:
                                        weapon = new Cutlass();
                                        break;
                                    case 2:
                                        weapon = new Katana();
                                        break;
                                    case 3:
                                        weapon = new Longsword();
                                        break;
                                    case 4:
                                        weapon = new Scimitar();
                                        break;
                                    default:
                                        weapon = new VikingSword();
                                        break;
                                }
                                weapon.Slayer = SlayerName.Undead;

                                BaseRunicTool.ApplyAttributesTo( weapon, 3, 20, 40 );

                                reward = weapon;
                            }

                            if ( !player.PlaceInBackpack( reward ) )
                            {
                                reward.Delete();
                                player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
                                return false;
                            }
                            else
                            {
                                dropped.Delete();
                                obj.Complete();
                                return true;
                            }
                        }
                    }
                    else if ( dropped is QuestDaemonBone )
                    {
                        QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBoneObjective ) );

                        if ( obj != null && !obj.Completed )
                        {
                            Container cont = GetNewContainer();
                            cont.DropItem( new BankCheck( 2000 ) );
                            cont.DropItem( new EnchantedSextant() );

                            if ( !player.PlaceInBackpack( cont ) )
                            {
                                cont.Delete();
                                player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest.  Come back here when you have more space in your inventory.
                                return false;
                            }
                            else
                            {
                                dropped.Delete();
                                obj.Complete();
                                return true;
                            }
                        }
                    }
                }
            }

            return base.OnDragDrop( from, dropped );
        }
Beispiel #37
0
        public TownChestWeaponsmith() : base(0xE43)
        {
            Name    = "a metal chest -20-";
            Movable = true;
            Weight  = 1000.0;

            Hue = 83;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 20;
            LockLevel     = 20;
            MaxLockLevel  = 25;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(1, 50)));
            }

            // Supplies

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Axe());
            }

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new DoubleAxe());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new LargeBattleAxe());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Mace());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Maul());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new WarMace());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new ShortSpear());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Spear());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Longsword());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Scimitar());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Arrow(Utility.Random(25, 30)));
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                case 0: weapon = new Hatchet(); break;

                case 1: weapon = new Bow(); break;

                case 2: weapon = new Crossbow(); break;

                case 3: weapon = new Club(); break;

                case 4: weapon = new Mace(); break;

                case 5: weapon = new Maul(); break;

                case 6: weapon = new Pitchfork(); break;

                case 7: weapon = new ShortSpear(); break;

                case 8: weapon = new GnarledStaff(); break;

                case 9: weapon = new ShepherdsCrook(); break;

                case 10: weapon = new Cutlass(); break;

                case 11: weapon = new Katana(); break;

                case 12: weapon = new Kryss(); break;

                case 13: weapon = new Scimitar(); break;

                case 14: weapon = new AssassinSpike(); break;

                case 15: weapon = new DiamondMace(); break;

                case 16: weapon = new Leafblade(); break;

                case 17: weapon = new MagicalShortbow(); break;

                case 18: weapon = new RadiantScimitar(); break;

                case 19: weapon = new WildStaff(); break;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }
                BaseRunicTool.ApplyAttributesTo(weapon, 5, 15, 20);

                DropItem(weapon);
            }
        }