Example #1
0
        public override void InitOutfit()
        {
            WipeLayers();
            AddItem(new Spear());
            AddItem(new BoneArms());
            AddItem(new BoneLegs());

            // all savages wear a mask, but won't drop this one
            //	see OnBeforeDeath for the mask they do drop
            SavageMask mask = new SavageMask();

            mask.LootType = LootType.Newbied;
            AddItem(mask);
        }
        public override void InitOutfit()
        {
            WipeLayers();
            Item hair = new LongHair();

            hair.Hue     = 0x47E;
            hair.Layer   = Layer.Hair;
            hair.Movable = false;
            AddItem(hair);

            Item Necklace = new GoldNecklace();

            Necklace.LootType = LootType.Newbied;
            Necklace.Hue      = 2006;        // basilisk hue
            AddItem(Necklace);

            // NEVER drop one of these! - (never runs out of poison)
            BasilisksFang fang = new BasilisksFang();

            fang.Quality  = WeaponQuality.Exceptional;
            fang.LootType = LootType.Newbied;
            if (Utility.RandomBool())
            {
                fang.Poison = Poison.Regular;
            }
            else
            {
                fang.Poison = Poison.Lesser;
            }
            fang.PoisonCharges = 30;
            fang.Movable       = false;
            AddItem(fang);

            AddItem(new BoneArms());
            AddItem(new BoneLegs());

            // all savages wear a mask, but won't drop this one
            //	see OnBeforeDeath for the mask they do drop
            SavageMask mask = new SavageMask();

            mask.LootType = LootType.Newbied;
            AddItem(mask);
        }
Example #3
0
        public static Item RandomIOB()
        {
            switch (Utility.Random(7))
            {
            case 0:     // Undead - GUL
            {
                if (Utility.RandomBool())
                {
                    return(new BloodDrenchedBandana());
                }
                else
                {
                    BodySash sash = new BodySash();
                    sash.Hue          = 0x66C;
                    sash.IOBAlignment = IOBAlignment.Council;
                    sash.Name         = "blood drenched sash";
                    sash.Dyable       = false;
                    sash.Scissorable  = false;
                    return(sash);
                }
            }

            case 1:     // Undead - UND
            {
                Sandals sandals = new Sandals();
                if (Utility.RandomBool())
                {
                    sandals.Hue = 0x66C;
                }
                else
                {
                    sandals.Hue = 0x1;
                }
                sandals.IOBAlignment = IOBAlignment.Undead;
                sandals.Name         = "sandals of the walking dead";
                sandals.Dyable       = false;
                sandals.Scissorable  = false;
                return(sandals);
            }

            case 2:     // Orcish
            {
                if (Utility.RandomBool())
                {       // green mask (brute color)
                    if (Utility.RandomBool())
                    {
                        return(new OrcishKinMask());
                    }
                    else
                    {                                   // old style mask (orc colored)
                        OrcishKinMask mask = new OrcishKinMask();
                        mask.Hue = 0;
                        return(mask);
                    }
                }
                else
                {
                    return(new OrcishKinHelm());
                }
            }

            case 3:     //Savage
            {
                if (Utility.RandomBool())
                {
                    if (Utility.RandomBool())
                    {
                        BearMask mask = new BearMask();
                        mask.IOBAlignment = IOBAlignment.Savage;
                        mask.Name         = "bear mask of savage kin";
                        mask.Dyable       = false;
                        return(mask);
                    }
                    else
                    {
                        DeerMask mask = new DeerMask();
                        mask.IOBAlignment = IOBAlignment.Savage;
                        mask.Name         = "deer mask of savage kin";
                        mask.Dyable       = false;
                        return(mask);
                    }
                }
                else
                {
                    SavageMask mask = new SavageMask();
                    mask.IOBAlignment = IOBAlignment.Savage;
                    mask.Name         = "tribal mask of savage kin";
                    mask.Dyable       = false;
                    return(mask);
                }
            }

            case 4:     // Pirates
            {
                if (Utility.RandomBool())
                {
                    if (Utility.RandomBool())
                    {
                        SkullCap skullcap = new SkullCap();
                        skullcap.IOBAlignment = IOBAlignment.Pirate;
                        skullcap.Name         = "a pirate skullcap";
                        skullcap.Hue          = 0x66C;
                        skullcap.Dyable       = false;
                        skullcap.Scissorable  = false;
                        return(skullcap);
                    }
                    else
                    {
                        Boots boots = new Boots();
                        boots.IOBAlignment = IOBAlignment.Pirate;
                        boots.Name         = "pirate kin boots";
                        boots.Hue          = 0x66c;
                        boots.Dyable       = false;
                        boots.Scissorable  = false;
                        return(boots);
                    }
                }
                else
                {
                    return(new PirateHat());
                }
            }

            case 5:     // Brigands
            {
                if (Utility.RandomBool())
                {
                    return(new BrigandKinBandana());
                }
                else
                {
                    return(new BrigandKinBoots());
                }
            }

            case 6:                     // Good
            {
                switch (Utility.Random(4))
                {
                case 0:
                    Boots boots = new Boots(0x5E4);
                    boots.IOBAlignment = IOBAlignment.Good;
                    boots.Name         = "Britannian Militia";
                    boots.Dyable       = false;
                    return(boots);

                case 1: Cloak cloak = new Cloak(Utility.RandomSpecialVioletHue());
                    cloak.IOBAlignment = IOBAlignment.Good;
                    cloak.Name         = "Britannian Militia";
                    cloak.Dyable       = false;
                    cloak.Scissorable  = false;
                    return(cloak);

                case 2: Surcoat surcoat = new Surcoat(Utility.RandomSpecialVioletHue());
                    surcoat.IOBAlignment = IOBAlignment.Good;
                    surcoat.Name         = "Britannian Militia";
                    surcoat.Dyable       = false;
                    surcoat.Scissorable  = false;
                    return(surcoat);

                case 3: BodySash bodySash = new BodySash(Utility.RandomSpecialRedHue());
                    bodySash.IOBAlignment = IOBAlignment.Good;
                    bodySash.Name         = "Britannian Militia";
                    bodySash.Dyable       = false;
                    bodySash.Scissorable  = false;
                    return(bodySash);
                }
                break;
            }
            }
            return(null);
        }