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); }
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); }