Inheritance: Server.Items.BaseStaff
Ejemplo n.º 1
0
		public override void InitOutfit()
		{
			AddItem( new Robe( 0x4DD ) );
			AddItem( new WizardsHat( 0x8A5 ) );
			AddItem( new Shoes( 0x8A5 ) );

			AddItem( new LongHair( 0x455 ) );
			AddItem( new LongBeard( 0x455 ) );

			BlackStaff staff = new BlackStaff();
			staff.Movable = false;
			AddItem( staff );
		}
Ejemplo n.º 2
0
        public override void InitOutfit()
        {
            AddItem( new Robe( 0x4DD ) );
            AddItem( new WizardsHat( 0x8A5 ) );
            AddItem( new Shoes( 0x8A5 ) );

            HairItemID = 0x203C;
            HairHue = 0x455;

            FacialHairItemID = 0x203E;
            FacialHairHue = 0x455;

            BlackStaff staff = new BlackStaff();
            staff.Movable = false;
            AddItem( staff );
        }
        public override void InitOutfit()
        {
            AddItem(new Robe(0x482));
            AddItem(new Sandals(0x482));
            AddItem(new WizardsHat(0x482));

            HairItemID = 0x203C;

            Item staff = new BlackStaff();
            staff.Movable = false;
            AddItem(staff);
        }
        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 IguanaCoveBossChest() : 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(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

            switch (Utility.Random(18))
            {
            case 0: DropItem(new Board(80)); break;

            case 1: DropItem(new BoltOfCloth(80)); break;

            case 2: DropItem(new Bottle(80)); break;

            case 3: DropItem(new CopperWire(80)); break;

            case 4: DropItem(new Cotton(80)); break;

            case 5: DropItem(new DarkYarn(80)); break;

            case 6: DropItem(new Feather(80)); break;

            case 7: DropItem(new Flax(80)); break;

            case 8: DropItem(new Gears(80)); break;

            case 9: DropItem(new GoldWire(80)); break;

            case 10: DropItem(new IronIngot(80)); break;

            case 11: DropItem(new IronWire(80)); break;

            case 12: DropItem(new Leather(80)); break;

            case 13: DropItem(new LightYarn(80)); break;

            case 14: DropItem(new Shaft(80)); break;

            case 15: DropItem(new SilverWire(80)); break;

            case 16: DropItem(new SpoolOfThread(80)); break;

            case 17: DropItem(new Springs(80)); break;

            case 18: DropItem(new Wool(80)); break;
            }

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

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

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

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

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

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(50, 100);
            DropItem(ReagentLoot);

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

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

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

/////////////////////////////////////// LV 20-30
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(31))
                {
                case 0: weapon = new DoubleAxe(); break;                      // Lv20

                case 1: weapon = new TwoHandedAxe(); break;                   // Lv25

                case 2: weapon = new WarAxe(); break;                         // Lv30

                case 3: weapon = new CompositeBow(); break;                   // Lv20

                case 4: weapon = new EbonyCrossbow(); break;                  // Lv20

                case 5: weapon = new FireBow(); break;                        // Lv25

                case 6: weapon = new GrassBow(); break;                       // Lv25

                case 7: weapon = new IceBow(); break;                         // Lv25

                case 8: weapon = new LightningBow(); break;                   // Lv25

                case 9: weapon = new EbonyWarBow(); break;                    // Lv30

                case 10: weapon = new PistolCrossbow(); break;                // Lv30

                case 11: weapon = new EbonyDualDaggers(); break;              // Lv20

                case 12: weapon = new Tekagi(); break;                        // Lv25

                case 13: weapon = new ElvenSpellblade(); break;               // Lv30

                case 14: weapon = new WarMace(); break;                       // Lv20

                case 15: weapon = new Tessen(); break;                        // Lv25

                case 16: weapon = new HammerPick(); break;                    // Lv30

                case 17: weapon = new Spear(); break;                         // Lv20

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

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

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

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

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

                case 23: weapon = new VineStaff(); break;                     // Lv25

                case 24: weapon = new BlackStaff(); break;                    // Lv30

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

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

                case 27: weapon = new Daisho(); break;                        // Lv30

                case 28: weapon = new EbonyScimitar(); break;                 // Lv30

                case 29: weapon = new RuneBlade(); break;                     // Lv30

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

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 5, 50);
                DropItem(weapon);
            }

/////////////////////////////////////// LV 18-27
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(18))
                {
                case 0: armor = new HideFemaleChest(); break;                   // Lv18

                case 1: armor = new HideGloves(); break;                        // Lv18

                case 2: armor = new HideGorget(); break;                        // Lv18

                case 3: armor = new HidePants(); break;                         // Lv18

                case 4: armor = new HidePauldrons(); break;                     // Lv18

                case 5: armor = new StuddedDo(); break;                         // Lv21

                case 6: armor = new StuddedHaidate(); break;                    // Lv21

                case 7: armor = new StuddedHiroSode(); break;                   // Lv21

                case 8: armor = new StuddedMempo(); break;                      // Lv21

                case 9: armor = new StuddedSuneate(); break;                    // Lv21

                case 10: armor = new VikingStuddedArms(); break;                // Lv24

                case 11: armor = new VikingStuddedCap(); break;                 // Lv24

                case 12: armor = new VikingStuddedChest(); break;               // Lv24

                case 13: armor = new VikingStuddedLegs(); break;                // Lv24

                case 14: armor = new ChainChest(); break;                       // Lv27

                case 15: armor = new ChainCoif(); break;                        // Lv27

                case 16: armor = new ChainLegs(); break;                        // Lv27

                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, 12, 15);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 12, 15);
                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, 12, 15);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 12, 15);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 12, 15);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 12, 15);
                }
                DropItem(ring);
            }
        }
        public IguanaCoveTreasureChest1() : 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(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 ArcaneStone(15)); break;

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

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

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

            case 4: DropItem(new SerpentScale(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 20-30
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(31))
                {
                case 0: weapon = new DoubleAxe(); break;                      // Lv20

                case 1: weapon = new TwoHandedAxe(); break;                   // Lv25

                case 2: weapon = new WarAxe(); break;                         // Lv30

                case 3: weapon = new CompositeBow(); break;                   // Lv20

                case 4: weapon = new EbonyCrossbow(); break;                  // Lv20

                case 5: weapon = new FireBow(); break;                        // Lv25

                case 6: weapon = new GrassBow(); break;                       // Lv25

                case 7: weapon = new IceBow(); break;                         // Lv25

                case 8: weapon = new LightningBow(); break;                   // Lv25

                case 9: weapon = new EbonyWarBow(); break;                    // Lv30

                case 10: weapon = new PistolCrossbow(); break;                // Lv30

                case 11: weapon = new EbonyDualDaggers(); break;              // Lv20

                case 12: weapon = new Tekagi(); break;                        // Lv25

                case 13: weapon = new ElvenSpellblade(); break;               // Lv30

                case 14: weapon = new WarMace(); break;                       // Lv20

                case 15: weapon = new Tessen(); break;                        // Lv25

                case 16: weapon = new HammerPick(); break;                    // Lv30

                case 17: weapon = new Spear(); break;                         // Lv20

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

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

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

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

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

                case 23: weapon = new VineStaff(); break;                     // Lv25

                case 24: weapon = new BlackStaff(); break;                    // Lv30

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

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

                case 27: weapon = new Daisho(); break;                        // Lv30

                case 28: weapon = new EbonyScimitar(); break;                 // Lv30

                case 29: weapon = new RuneBlade(); break;                     // Lv30

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

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 5, 50);
                DropItem(weapon);
            }

/////////////////////////////////////// LV 18-27
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(18))
                {
                case 0: armor = new HideFemaleChest(); break;                   // Lv18

                case 1: armor = new HideGloves(); break;                        // Lv18

                case 2: armor = new HideGorget(); break;                        // Lv18

                case 3: armor = new HidePants(); break;                         // Lv18

                case 4: armor = new HidePauldrons(); break;                     // Lv18

                case 5: armor = new StuddedDo(); break;                         // Lv21

                case 6: armor = new StuddedHaidate(); break;                    // Lv21

                case 7: armor = new StuddedHiroSode(); break;                   // Lv21

                case 8: armor = new StuddedMempo(); break;                      // Lv21

                case 9: armor = new StuddedSuneate(); break;                    // Lv21

                case 10: armor = new VikingStuddedArms(); break;                // Lv24

                case 11: armor = new VikingStuddedCap(); break;                 // Lv24

                case 12: armor = new VikingStuddedChest(); break;               // Lv24

                case 13: armor = new VikingStuddedLegs(); break;                // Lv24

                case 14: armor = new ChainChest(); break;                       // Lv27

                case 15: armor = new ChainCoif(); break;                        // Lv27

                case 16: armor = new ChainLegs(); break;                        // Lv27

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

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

            if (Utility.RandomDouble() < 0.05)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 12, 15);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 12, 15);
                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, 12, 15);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 12, 15);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 12, 15);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 12, 15);
                }
                DropItem(ring);
            }
        }
		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;
					}
			}
		}
Ejemplo n.º 8
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);
            }
        }
Ejemplo n.º 9
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);
            }
        }
Ejemplo n.º 10
0
        private void CreateClassic()
        {
            m_MoveSound = 251;
            m_CaptureSound = 773;
            m_DeathSound = 1063;

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

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

            Item item = null;

            item = new HoodedShroudOfShadows( Hue );
            item.Name = "Bishop's Robe";
            m_Piece.AddItem( item );

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

            item = new BlackStaff();
            m_Piece.AddItem( item );
        }
        public void SetClothes(int hue)
        {
            this.Hue = hue;
            LeatherGloves gloves = new LeatherGloves();
            gloves.Hue = hue;
            gloves.Movable = false;
            AddItem(gloves);

            FancyShirt fancyShirt = new FancyShirt();
            fancyShirt.Hue = hue;
            fancyShirt.Movable = false;
            AddItem(fancyShirt);

            BoneHelm helm = new BoneHelm();
            helm.Hue = hue;
            helm.Movable = false;
            AddItem(helm);

            BlackStaff blackStaff = new BlackStaff();
            blackStaff.Hue = hue;
            blackStaff.Movable = false;
            blackStaff.Attributes.SpellChanneling = 1;
            AddItem(blackStaff);

            Cloak cloak = new Cloak();
            cloak.Hue = hue;
            cloak.Movable = false;
            AddItem(cloak);

            Kilt kilt = new Kilt();
            kilt.Hue = hue;
            kilt.Movable = false;
            AddItem(kilt);

            Sandals sandals = new Sandals();
            sandals.Hue = hue;
            sandals.Movable = false;
            AddItem(sandals);
        }
Ejemplo n.º 12
0
		public Zendella() : base( AIType.AI_Mage, FightMode.Weakest, 10, 1, 0.2, 0.4)
		{

			Name = "Zendella Kxriss";
			//Title= "";
			Hue= 2221;
			Body = 401;
			SpeechHue= 2304;
			BaseSoundID = 0;
			Team = 0;
                        //new EtherealHorse().Rider = this;

			SetStr( 275, 375);
			SetDex( 40, 75);
			SetInt( 150, 200);

			SetHits(230, 375);
			SetMana(400, 450);

			SetSkill( SkillName.Tactics, 100.7, 100.4);
			SetSkill( SkillName.MagicResist, 250.4, 250.7);
                        SetSkill( SkillName.Magery, 120.4, 120.7);
			SetSkill( SkillName.Macing, 110.4, 110.7);
                        SetSkill( SkillName.EvalInt, 160.4, 190.7);

                        Fame=15000;
			Karma=-15000;

			VirtualArmor= 80;

			Item BlackStaff = new BlackStaff();
			BlackStaff.Movable=false;
			BlackStaff.Hue=2306;
		        EquipItem( BlackStaff );

                        //Item BoneHelm = new BoneHelm();
			//BoneHelm.Movable=false;
			//BoneHelm.Hue=38;
			//EquipItem( BoneHelm );

			Item HoodedShroudOfShadows = new HoodedShroudOfShadows();
			HoodedShroudOfShadows.Movable=false;
			HoodedShroudOfShadows.Hue=2118;
			HoodedShroudOfShadows.Name="death shroud";
			EquipItem( HoodedShroudOfShadows );

                        Item LeatherGloves = new LeatherGloves();
			LeatherGloves.Movable=false;
			LeatherGloves.Hue=1;
                        EquipItem( LeatherGloves );

                        //Item LongPants = new LongPants();
			//LongPants.Movable=false;
			//LongPants.Hue=1;
			//EquipItem( LongPants );

			Item Sandals = new Sandals();
			Sandals.Movable=false;
			Sandals.Hue=1;
			EquipItem( Sandals );

			//Item Cloak = new Cloak();
			//Cloak.Movable=false;
			//Cloak.Hue=0xFFFF;
			//EquipItem( Cloak );

			Item hair = new Item( 0x203B);
			hair.Hue = 2306;
			hair.Layer = Layer.Hair;
			hair.Movable = false;
			AddItem( hair );

			PackGold( 400, 3100);
			PackArmor( 0, 5 );
			PackWeapon( 0, 5 );
			PackArmor( 0, 3 );
			PackWeapon( 0, 2 );

                                switch ( Utility.Random( 2 ))
        		 {
           			case 0: PackItem( new ZendellSoul() ); break;
        		 }
		}
Ejemplo n.º 13
0
		public BloodStoneHighWitch() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Name = NameList.RandomName( "female" );
			Title = "the Blood Stone High Witch";
			Body = 0x0191;
			Hue = 0x0493;
			Female = true;
			SetStr( 200, 250 );
			SetDex( 100, 200 );
			SetInt( 300 );

			SetHits( 200, 250 );
			SetStam( 100, 200 );
			SetMana( 300 );
			SetDamage( 40, 50 );

			AddItem( new LongHair( Utility.RandomHairHue() ) );

			Item temp;
			temp = new PlainDress( 1 );
			temp.Movable = false;
			AddItem( temp );

			temp = new WizardsHat( 1 );
			temp.Movable = false;
			AddItem( temp );

			temp = new ThighBoots( 1 );
			temp.Movable = false;
			AddItem( temp );

			temp = new BlackStaff();
			AddItem( temp );
			//PackGold(200, 300);
			AddItem( new EyesOfNewt( Utility.RandomMinMax( 1, 5 ) ) );
			AddItem( new BatWing( 2 ) );
			PackPotion();
			PackPotion();

			SetSkill( SkillName.MagicResist, 90.0, 95.0 );
			SetSkill( SkillName.Magery, 200.0, 250.0 );
			SetSkill( SkillName.Macing, 75.0, 95.0 );
			SetSkill( SkillName.Tactics, 80.0, 90.0 );
			SetSkill( SkillName.Wrestling, 40.0, 55.0 );

			Fame = -2000;
			Karma = -6000;

			VirtualArmor = 55;

			PackItem( new Sandals() );
		}
Ejemplo n.º 14
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);
            }
        }