public TheCursed()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Body = 183;
            Name = NameList.RandomName("male");
            Title = "the cursed";

            Hue = 2130;
            SetStr(120, 140);
            SetDex(86, 105);
            SetInt(61, 70);

            SetResistance(ResistanceType.Physical, 40, 60);
            SetResistance(ResistanceType.Fire, 40, 50);
            SetResistance(ResistanceType.Cold, 50, 60);
            SetResistance(ResistanceType.Poison, 55, 65);
            SetResistance(ResistanceType.Energy, 40, 50);

            SetSkill(SkillName.Fencing, 90.0);
            SetSkill(SkillName.Macing, 90.0);
            SetSkill(SkillName.Swords, 90.0);
            SetSkill(SkillName.Wrestling, 100.0);
            SetSkill(SkillName.Poisoning, 60.0, 82.5);
            SetSkill(SkillName.MagicResist, 57.5, 80.0);
            SetSkill(SkillName.Tactics, 60.0, 82.5);
            SetSkill(SkillName.Anatomy, 60.2, 100.0);
            SetSkill(SkillName.Parry, 57.5, 80.0);
            SetSkill(SkillName.Healing, 90.0);

            Fame = NotorietyHandlers.GetNotorietyByLevel( 2 );
            Karma = NotorietyHandlers.GetNotorietyByLevel( -2 );

            VirtualArmor = 70;

            Item wep = CursedCaveUtility.MutateItem(Loot.RandomWeapon(), 10);
            AddItem(wep);

            AddItem(CursedCaveUtility.MutateItem(new BoneLegs(), 10));
            AddItem(CursedCaveUtility.MutateItem(new BoneArms(), 10));
            AddItem(CursedCaveUtility.MutateItem(new BoneGloves(), 10));
            AddItem(CursedCaveUtility.MutateItem(new BoneChest(), 10));
            AddItem(CursedCaveUtility.MutateItem(new BoneHelm(), 10));

            if (0.10 > Utility.RandomDouble())
                AddItem(CursedCaveUtility.MutateItem(Loot.RandomJewelry(), 10));

            if (this.Weapon != null && ((BaseWeapon)this.Weapon).Layer == Layer.OneHanded)
            {
                if (Utility.RandomBool())
                {
                    BaseEquipableLight lightItem;
                    switch (Utility.Random(3))
                    {
                        default:
                            lightItem = new Torch();
                            break;
                        case 1:
                            lightItem = new Lantern();
                            break;
                        case 2:
                            lightItem = new Candle();
                            break;
                    }
                    lightItem.Ignite();
                    AddItem(lightItem);
                }
                else
                    AddItem(CursedCaveUtility.MutateItem(Loot.RandomShield(), 10));
            }
        }
Example #2
0
			public InternalTarget( Candle candle )
				: base( 2, false, TargetFlags.None )
			{
				m_Candle = candle;
			}