protected override void OnTarget(Mobile from, object targeted) { GnarledStaff staff = targeted as GnarledStaff; if (staff == null) { from.SendLocalizedMessage(1010387); // You cant use a faction scroll on that! } else if (staff.FactionItemState == null) { from.SendLocalizedMessage(1010386); // This staff is not faction made and thus may not be charged } else { PlayerState state = PlayerState.Find(from); if (state.Faction != staff.FactionItemState.Faction) { from.SendLocalizedMessage(1010385); // You may not charge enemy faction staves! } else { staff.Charge(from, m_Scroll); } } }
public WolfMaster() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { SpeechHue = Utility.RandomDyedHue(); Title = "the wolf master"; Hue = Utility.RandomSkinHue(); if ( this.Female = Utility.RandomBool() ) { Body = 0x191; Name = NameList.RandomName( "female" ); AddItem( new Skirt( Utility.RandomNeutralHue() ) ); } else { Body = 0x190; Name = NameList.RandomName( "male" ); AddItem( new Skirt( Utility.RandomNeutralHue() ) ); } SetStr( 86, 100 ); SetDex( 31, 45 ); SetInt( 61, 75 ); SetDamage( 6, 11 ); SetHits( 171, 190 ); SetSkill( SkillName.MagicResist, 35.0, 47.5 ); SetSkill( SkillName.Macing, 75.0, 87.5 ); SetSkill( SkillName.Tactics, 45.0, 57.5 ); Fame = 3000; Karma = -3000; // Equip Item toArm = new LeatherChest(); toArm.LootType = LootType.Blessed; AddItem( toArm ); toArm = new LeatherLegs(); toArm.LootType = LootType.Blessed; AddItem( toArm ); toArm = new StrawHat(); toArm.LootType = LootType.Blessed; AddItem( toArm ); toArm = new GnarledStaff(); toArm.Movable = false; toArm.LootType = LootType.Blessed; AddItem( toArm ); Utility.AssignRandomHair( this ); if( Utility.RandomDouble() < 0.06 ) PackItem( new BallOfSummoning() ); }
public override void InitOutfit() { AddItem( new Robe( 0x1 ) ); AddItem( new Sandals() ); AddItem( new WizardsHat( 0x1 ) ); AddItem( new GoldBracelet() ); HairItemID = 0x203C; Item staff = new GnarledStaff(); staff.Movable = false; AddItem( staff ); }
public NoviceNecromancer() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.6) { Name = "un apprenti nécromant"; Body = 400; Hue = 1109; Item shroud = new RobeACapuche(1109); shroud.Movable = false; AddItem(shroud); Item staff = new GnarledStaff(); staff.Hue = 2211; staff.Movable = false; AddItem(staff); SetStr(46, 70); SetDex(31, 50); SetInt(26, 60); SetHits(45, 60); SetDamage(5, 13); SetDamageType(ResistanceType.Physical, 50); SetDamageType(ResistanceType.Poison, 25); SetDamageType(ResistanceType.Energy, 25); SetResistance(ResistanceType.Physical, 15, 25); SetResistance(ResistanceType.Fire, 5, 10); SetResistance(ResistanceType.Poison, 5, 10); SetResistance(ResistanceType.Cold, 5, 10); SetResistance(ResistanceType.Energy, 15, 25); SetSkill(SkillName.MagicResist, 15.1, 40.0); SetSkill(SkillName.Tactics, 35.1, 50.0); SetSkill(SkillName.Macing, 35.1, 50.0); SetSkill(SkillName.Necromancy, 35.1, 50.0); SetSkill(SkillName.Focus, 35.1, 50.0); SetSkill(SkillName.SpiritSpeak, 35.1, 50.0); SetSkill(SkillName.Meditation, 35.1, 50.0); Fame = 600; Karma = -600; VirtualArmor = 25; PackNecroReg(5, 10); }
public override void InitOutfit() { //base.InitOutfit(); Hue = 33777; Item shroud = new RobeACapuche(1109); shroud.Movable = false; AddItem(shroud); Item staff = new GnarledStaff(); staff.Hue = 2211; staff.Movable = false; AddItem(staff); }
public Haggis() { Hue = 0x83EA; Female = true; Body = 0x191; Name = "Haggis"; Title = "the Blind Witch"; AddItem( new Robe( 0x1 ) ); AddItem( new Sandals() ); AddItem( new GoldBracelet() ); AddItem( new LongHair( 0x0 ) ); Item staff = new GnarledStaff(); staff.Movable = false; AddItem( staff ); Blessed = true; }
public InsulariiHealer() : base(Nation.Alyrian) { int chance = Utility.RandomMinMax( 1, 6 ); Nation nation = Nation.Alyrian; switch( chance ) { case 1: nation = Nation.Alyrian; break; case 2: nation = Nation.Azhuran; break; case 3: nation = Nation.Khemetar; break; case 4: nation = Nation.Mhordul; break; case 5: nation = Nation.Tyrean; break; case 6: nation = Nation.Vhalurian; break; } Hue = BaseKhaerosMobile.AssignRacialHue( nation ); HairItemID = BaseKhaerosMobile.AssignRacialHair( nation, this.Female ); int hairhue = BaseKhaerosMobile.AssignRacialHairHue( nation ); HairHue = hairhue; if( !this.Female ) { FacialHairItemID = BaseKhaerosMobile.AssignRacialFacialHair( nation ); FacialHairHue = hairhue; } if( this.Backpack == null ) AddItem( new Backpack() ); SetStr( 150 ); SetDex( 75 ); SetInt( 75 ); SetDamage( 10, 15 ); SetHits( 400 ); SetMana( 300 ); SetDamageType( ResistanceType.Blunt, 100 ); SetResistance( ResistanceType.Blunt, 10 ); SetResistance( ResistanceType.Piercing, 10 ); SetResistance( ResistanceType.Slashing, 10 ); SetSkill( SkillName.Anatomy, 100.0 ); SetSkill( SkillName.Archery, 100.0 ); SetSkill( SkillName.Fencing, 100.0 ); SetSkill( SkillName.Macing, 100.0 ); SetSkill( SkillName.Swords, 100.0 ); SetSkill( SkillName.Tactics, 100.0 ); SetSkill( SkillName.Polearms, 100.0 ); SetSkill( SkillName.ExoticWeaponry, 100.0 ); SetSkill( SkillName.Axemanship, 100.0 ); SetSkill( SkillName.UnarmedFighting, 100.0 ); this.Fame = 14000; this.VirtualArmor = 0; FightMode = FightMode.Closest; Title = "the Insularii Healer"; Name = BaseKhaerosMobile.GiveInsulariiName( this.Female ); LeatherChest chest = new LeatherChest(); chest.Resource = CraftResource.BeastLeather; chest.Hue = 2591; LeatherArms arms = new LeatherArms(); arms.Resource = CraftResource.BeastLeather; arms.Hue = 2591; LeatherLegs legs = new LeatherLegs(); legs.Resource = CraftResource.BeastLeather; legs.Hue = 2591; LeatherGorget gorget = new LeatherGorget(); gorget.Resource = CraftResource.BeastLeather; gorget.Hue = 2591; LeatherGloves gloves = new LeatherGloves(); gloves.Resource = CraftResource.BeastLeather; gloves.Hue = 2591; BlackLeatherBoots boots = new BlackLeatherBoots(); boots.Hue = 2591; GnarledStaff staff = new GnarledStaff(); staff.Resource = CraftResource.Redwood; EquipItem( chest ); EquipItem( arms ); EquipItem( legs ); EquipItem( gorget ); EquipItem( gloves ); EquipItem( boots ); EquipItem( staff ); Surcoat surcoat = new Surcoat(); surcoat.Name = "Insularii Surcoat"; surcoat.ItemID = 15502; surcoat.Hue = 2799; EquipItem( surcoat ); }
public Witch() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = NameList.RandomName( "female" ); Title = "the Witch"; Body = 0x0191; Hue = 0x0599; Female = true; SetStr( 70, 90 ); SetDex( 81, 95 ); SetInt( 80, 100 ); SetHits( 70, 90 ); SetStam( 81, 95 ); SetMana( 100 ); SetDamage( 15, 20 ); AddItem( new LongHair( Utility.RandomHairHue() ) ); Item temp; temp = new FancyShirt( 0 ); temp.Movable = false; AddItem( temp ); temp = new Skirt( 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 GnarledStaff(); AddItem( temp ); //PackGold(50, 80); AddItem( new EyesOfNewt( Utility.RandomMinMax( 1, 5 ) ) ); AddItem( new BatWing( Utility.RandomMinMax( 1, 5 ) ) ); PackPotion(); PackPotion(); SetSkill( SkillName.MagicResist, 80.0, 90.0 ); SetSkill( SkillName.Magery, 65.0, 85.0 ); SetSkill( SkillName.Macing, 55.0, 75.0 ); SetSkill( SkillName.Tactics, 70.0, 90.0 ); SetSkill( SkillName.Wrestling, 40.0, 55.0 ); Fame = Utility.RandomMinMax( 2000, 4000 ); Karma = Utility.RandomMinMax( -3000, -5000 ); VirtualArmor = 16; PackItem( new Sandals() ); if (Utility.RandomDouble() <= 0.7) { Spellbook book = new Spellbook(); book.Content = ulong.MaxValue; book.LootType = LootType.Regular; AddItem(book); } }
/// <summary> /// This is the function gives weaponry to players. /// </summary> private static void ArmPlayer(CTFPlayerGameData pgd) { Mobile m = pgd.Mob; if (!m.Alive) m.Resurrect(); for (int i = m.Items.Count - 1; i >= 0; --i) { Item item = (Item)m.Items[i]; if (item.Layer == Layer.OuterTorso) { item.Delete(); break; } } List<Item> armthis = new List<Item>(); if(GiveRobe) armthis.Add(new CTFRobe(pgd.Team)); Item rankedCloth = null; CTFTeam team = pgd.Team; // 21 Ranks switch (CTFData.GetRank(m)) { default: case 0: rankedCloth = new JesterHat(team.Hue); break; case 1: rankedCloth = new TallStrawHat(team.Hue); break; case 2: rankedCloth = new FloppyHat(team.Hue); break; case 3: rankedCloth = new WideBrimHat(team.Hue); break; case 4: rankedCloth = new Cap(team.Hue); break; case 5: rankedCloth = new SkullCap(team.Hue); break; case 6: rankedCloth = new FlowerGarland(team.Hue); break; case 7: rankedCloth = new StrawHat(team.Hue); break; case 8: rankedCloth = new FeatheredHat(team.Hue); break; case 9: rankedCloth = new TricorneHat(team.Hue); break; case 10: rankedCloth = new TribalMask(team.Hue); break; case 11: rankedCloth = new HornedTribalMask(team.Hue); break; case 12: rankedCloth = new BearMask(team.Hue); break; case 13: rankedCloth = new DeerMask(team.Hue); break; case 14: rankedCloth = new OrcishKinMask(team.Hue); break; case 15: rankedCloth = new SavageMask(team.Hue); break; case 16: rankedCloth = new WizardsHat(team.Hue); break; case 17: rankedCloth = new Bandana(team.Hue); break; case 18: rankedCloth = new ClothNinjaHood(team.Hue); break; case 19: rankedCloth = new Kasa(team.Hue); break; case 20: rankedCloth = new BoneHelm(); rankedCloth.Hue = team.Hue; ((BaseArmor)rankedCloth).ArmorAttributes.MageArmor = 1; break; } if (rankedCloth != null) { rankedCloth.Movable = false; armthis.Add(rankedCloth); } //Alchemy removed by Blady /* if (m.Skills[SkillName.Alchemy].Value >= (m_MinSupplySkill + 15)) //80 Alchemy req - by Blady { for (int i = 0; i < 6; i++) //Amount reduced to 6 by Blady - used to be 10 { armthis.Add(new ExplosionPotion()); armthis.Add(new GreaterHealPotion()); armthis.Add(new GreaterCurePotion()); armthis.Add(new GreaterAgilityPotion()); armthis.Add(new RefreshPotion()); armthis.Add(new GreaterStrengthPotion()); } } */ if (m.Skills[SkillName.Chivalry].Value >= m_MinSupplySkill) { BookOfChivalry book = new BookOfChivalry(); book.Content = 1023;//all spells armthis.Add(book); } if (m.Skills[SkillName.Necromancy].Value >= m_MinSupplySkill) { NecromancerSpellbook book = new NecromancerSpellbook(); book.Content = 0x1FFFF; armthis.Add(book); } if (m.Skills[SkillName.Magery].Value >= m_MinSupplySkill) { GnarledStaff gs = new GnarledStaff(); gs.Attributes.SpellChanneling = 1; gs.WeaponAttributes.MageWeapon = 20; armthis.Add(gs); Spellbook book = new Spellbook(); book.Content = ulong.MaxValue; armthis.Add(book); } if (m.Skills[SkillName.Healing].Value >= m_MinSupplySkill) armthis.Add(new Bandage(1000)); if (m.Skills[SkillName.Fencing].Value >= m_MinSupplySkill) { Spear sp = new Spear(); sp.Attributes.SpellChanneling = 1; armthis.Add(sp); ShortSpear ssp = new ShortSpear(); ssp.Attributes.SpellChanneling = 1; armthis.Add(ssp); WarFork wf = new WarFork(); wf.Attributes.SpellChanneling = 1; armthis.Add(wf); Kryss k = new Kryss(); k.Attributes.SpellChanneling = 1; armthis.Add(k); } if (m.Skills[SkillName.Swords].Value >= m_MinSupplySkill) { if (m.Skills[SkillName.Lumberjacking].Value >= m_MinSupplySkill) { ExecutionersAxe ea = new ExecutionersAxe(); ea.Attributes.SpellChanneling = 1; armthis.Add(ea); } Katana k = new Katana(); k.Attributes.SpellChanneling = 1; armthis.Add(k); Longsword ls = new Longsword(); ls.Attributes.SpellChanneling = 1; armthis.Add(ls); Cleaver c = new Cleaver(); c.Attributes.SpellChanneling = 1; armthis.Add(c); BoneHarvester bh = new BoneHarvester(); bh.Attributes.SpellChanneling = 1; armthis.Add(bh); } if (m.Skills[SkillName.Macing].Value >= m_MinSupplySkill) { WarAxe wa = new WarAxe(); wa.Attributes.SpellChanneling = 1; armthis.Add(wa); HammerPick hp = new HammerPick(); hp.Attributes.SpellChanneling = 1; armthis.Add(hp); QuarterStaff qs = new QuarterStaff(); qs.Attributes.SpellChanneling = 1; armthis.Add(qs); } if (m.Skills[SkillName.Archery].Value >= m_MinSupplySkill) { Bow b = new Bow(); b.Attributes.SpellChanneling = 1; armthis.Add(b); Crossbow xb = new Crossbow(); xb.Attributes.SpellChanneling = 1; armthis.Add(xb); CompositeBow cb = new CompositeBow(); cb.Attributes.SpellChanneling = 1; armthis.Add(cb); armthis.Add(new Arrow(150)); armthis.Add(new Bolt(150)); } if (m.Skills[SkillName.Poisoning].Value >= m_MinSupplySkill) { for (int i = 0; i < 2; i++) armthis.Add(new GreaterPoisonPotion()); } if (m.Skills[SkillName.Parry].Value >= m_MinSupplySkill) { MetalKiteShield ks = new MetalKiteShield(); ks.Attributes.SpellChanneling = 1; armthis.Add(ks); } SunnySystem.ArmPlayer(m, armthis); }
public SoulBinder() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Soul Binder"; Title= "from Hell"; Hue= 0xFFFF; Body = 400; SpeechHue= 1258; BaseSoundID = 0; Team = 0; new EtherealHorse().Rider = this; SetStr( 275, 375); SetDex( 40, 75); SetInt( 100, 150); SetHits(230, 375); SetMana(100, 150); SetDamage( 10, 15); SetSkill( SkillName.Tactics, 100.7, 100.4); SetSkill( SkillName.Anatomy, 100.5, 100.3); SetSkill( SkillName.MagicResist, 220.4, 220.7); SetSkill( SkillName.Magery, 120.4, 120.7); SetSkill( SkillName.Macing, 110.4, 110.7); SetSkill( SkillName.EvalInt, 110.4, 110.7); Fame=7000; Karma=-10000; VirtualArmor= 70; Item GnarledStaff = new GnarledStaff(); GnarledStaff.Movable=false; GnarledStaff.Hue=1; EquipItem( GnarledStaff ); Item BoneHelm = new BoneHelm(); BoneHelm.Movable=false; BoneHelm.Hue=38; EquipItem( BoneHelm ); Item HoodedShroudOfShadows = new HoodedShroudOfShadows(); HoodedShroudOfShadows.Movable=false; HoodedShroudOfShadows.Hue=0xFFFF; EquipItem( HoodedShroudOfShadows ); Item PlateGloves = new PlateGloves(); PlateGloves.Movable=false; PlateGloves.Hue=38; EquipItem( PlateGloves ); 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 = 38; hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); PackGold( 1800, 3100); PackMagicItems( 3, 7); switch ( Utility.Random( 1 )) { case 0: PackItem( new SoulGem() ); break; } }
public override void InitOutfit() { HairItemID = 0x203C; // Long HairHue = 0x457; EquipItem(new Robe(0x455)); EquipItem(new Sandals(0x455)); GnarledStaff staff = new GnarledStaff(); staff.Hue = 0x455; EquipItem(staff); GoldBeadNecklace necklace = new GoldBeadNecklace(); necklace.Hue = 0x455; EquipItem(necklace); EquipItem(new GoldBracelet()); EquipItem(new GoldRing()); EquipItem(new HoodedShroudOfShadows(0x593)); EquipItem(new BlackStaff()); }
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); } }
public BloodStoneWitch() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = NameList.RandomName( "female" ); Title = "the Blood Stone Witch"; Body = 0x0191; Hue = 0x0493; Female = true; SetStr( 100, 150 ); SetDex( 100, 150 ); SetInt( 200 ); SetHits( 100, 150 ); SetStam( 100, 150 ); SetMana( 200 ); SetDamage( 30, 40 ); AddItem( new LongHair( 1 ) ); Item temp; temp = new FancyShirt( 0 ); temp.Movable = false; AddItem( temp ); temp = new Skirt( 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 GnarledStaff(); AddItem( temp ); //PackGold(100, 200); SetSkill( SkillName.MagicResist, 80.0, 90.0 ); SetSkill( SkillName.Magery, 100.0, 150.0 ); SetSkill( SkillName.Macing, 55.0, 75.0 ); SetSkill( SkillName.Tactics, 70.0, 90.0 ); SetSkill( SkillName.Wrestling, 40.0, 55.0 ); Fame = Utility.RandomMinMax( 2000, 4000 ); Karma = Utility.RandomMinMax( -3000, -5000 ); VirtualArmor = 45; PackItem( new Sandals() ); }
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; } } }
public AmazonTreeSettlementTreasureChest() : base(0xE43) { Name = "a treasure chest -10-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 10; LockLevel = 10; MaxLockLevel = 15; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(15, 200))); } /////////////////////////////////////// Supplies if (Utility.RandomDouble() < 0.10) { DropItem(new Arrow(Utility.Random(2, 6))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bolt(Utility.Random(2, 6))); } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.Random(2, 6); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.10) { DropItem(new Bandage(Utility.Random(2, 6))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bedroll()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bottle(Utility.Random(2, 6))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Lockpick(Utility.Random(2, 6))); } Item PotionLoot = Loot.RandomPotion(); DropItem(PotionLoot); /////////////////////////////////////// Tools if (Utility.RandomDouble() < 0.10) { DropItem(new FishingPole()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Shovel()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Skillet()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterBelt()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterBoots()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterBustier()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterGloves()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterHelmet()); } if (Utility.RandomDouble() < 0.10) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(21)) { case 0: weapon = new Hatchet(); break; case 1: weapon = new Bow(); break; case 2: weapon = new Crossbow(); break; case 3: weapon = new Club(); break; case 4: weapon = new Mace(); break; case 5: weapon = new Maul(); break; case 6: weapon = new Pitchfork(); break; case 7: weapon = new ShortSpear(); break; case 8: weapon = new GnarledStaff(); break; case 9: weapon = new ShepherdsCrook(); break; case 10: weapon = new Cutlass(); break; case 11: weapon = new Katana(); break; case 12: weapon = new Kryss(); break; case 13: weapon = new Scimitar(); break; case 14: weapon = new AssassinSpike(); break; case 15: weapon = new DiamondMace(); break; case 16: weapon = new Leafblade(); break; case 17: weapon = new MagicalShortbow(); break; case 18: weapon = new RadiantScimitar(); break; case 19: weapon = new WildStaff(); break; default: weapon = new Dagger(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 2, 10, 15); weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(2); weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(2); weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(2); weapon.Quality = WeaponQuality.Regular; DropItem(weapon); } if (Utility.RandomDouble() < 0.10) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(10)) { case 0: armor = new FemaleLeatherChest(); break; case 1: armor = new LeatherBustierArms(); break; case 2: armor = new LeatherArms(); break; case 3: armor = new LeatherCap(); break; case 4: armor = new LeatherGloves(); break; case 5: armor = new LeatherGorget(); break; case 6: armor = new LeatherLegs(); break; case 7: armor = new LeatherShorts(); break; case 8: armor = new LeatherSkirt(); break; default: armor = new LeatherChest(); break; } BaseRunicTool.ApplyAttributesTo(armor, 3, 10, 15); armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3); armor.Durability = (ArmorDurabilityLevel)Utility.Random(3); armor.Quality = ArmorQuality.Regular; DropItem(armor); } if (Utility.RandomDouble() < 0.10) { BaseHat hat = Loot.RandomHat(true); switch (Utility.Random(5)) { case 0: hat = new BearMask(); break; case 1: hat = new DeerMask(); break; case 2: hat = new FeatheredHat(); break; case 3: hat = new WizardsHat(); break; default: hat = new TribalMask(); break; } BaseRunicTool.ApplyAttributesTo(hat, 3, 10, 15); DropItem(hat); } if (Utility.RandomDouble() < 0.10) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 3, 10, 15); DropItem(clothing); } if (Utility.RandomDouble() < 0.10) { BaseShield shield = new MetalShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield, 3, 10, 15); } DropItem(shield); } if (Utility.RandomDouble() < 0.10) { BaseJewel bracelet = new GoldBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 3, 10, 15); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.10) { BaseJewel earrings = new GoldEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 3, 10, 15); } DropItem(earrings); } if (Utility.RandomDouble() < 0.10) { BaseJewel necklace = new GoldNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 3, 10, 15); } DropItem(necklace); } if (Utility.RandomDouble() < 0.10) { BaseJewel ring = new GoldRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 3, 10, 15); } DropItem(ring); } }
public static string MakeThisTask() { string task = null; switch (Utility.RandomMinMax(1, 10)) { case 1: task = "Repair"; break; case 2: task = "Fix"; break; case 3: task = "Sand"; break; case 4: task = "Modify"; break; case 5: task = "Polish"; break; case 6: task = "Engrave"; break; case 7: task = "Adjust"; break; case 8: task = "Improve"; break; case 9: task = "Oil"; break; case 10: task = "Refinish"; break; } if (Utility.RandomMinMax(1, 5) == 1) { Item item = null; switch (Utility.RandomMinMax(1, 14)) { case 1: item = new WildStaff(); break; case 2: item = new ShepherdsCrook(); break; case 3: item = new QuarterStaff(); break; case 4: item = new GnarledStaff(); break; case 5: item = new WoodenShield(); break; case 6: item = new Bokuto(); break; case 7: item = new Fukiya(); break; case 8: item = new Tetsubo(); break; case 9: item = new WoodenPlateArms(); break; case 10: item = new WoodenPlateHelm(); break; case 11: item = new WoodenPlateGloves(); break; case 12: item = new WoodenPlateGorget(); break; case 13: item = new WoodenPlateLegs(); break; case 14: item = new WoodenPlateChest(); break; } bool evil = false; bool orient = false; switch (Utility.RandomMinMax(1, 8)) { case 1: evil = true; break; case 2: orient = true; break; } string sAdjective = "unusual"; string eAdjective = "might"; sAdjective = Server.LootPackEntry.MagicItemAdj("start", orient, evil, item.ItemID); eAdjective = Server.LootPackEntry.MagicItemAdj("end", orient, evil, item.ItemID); string name = "item"; string xName = ContainerFunctions.GetOwner("property"); if (item.Name != null && item.Name != "") { name = item.Name.ToLower(); } if (name == "item") { name = MorphingItem.AddSpacesToSentence((item.GetType()).Name).ToLower(); } switch (Utility.RandomMinMax(0, 5)) { case 0: name = sAdjective + " " + name + " of " + xName; break; case 1: name = name + " of " + xName; break; case 2: name = sAdjective + " " + name; break; case 3: name = sAdjective + " " + name + " of " + xName; break; case 4: name = name + " of " + xName; break; case 5: name = sAdjective + " " + name; break; } item.Delete(); task = task + " their " + name; } else { string[] sWoods = new string[] { " ", " ash wood ", " cherry wood ", " ebony wood ", " golden oak ", " hickory ", " mahogany ", " oak ", " pine ", " ghost wood ", " rosewood ", " walnut wood ", " petrified wood ", " diftwood ", " elven wood " }; string sWood = sWoods[Utility.RandomMinMax(0, (sWoods.Length - 1))]; task = task + " their" + sWood; switch (Utility.RandomMinMax(1, 20)) { case 1: task = task + "foot stool"; break; case 2: task = task + "stool"; break; case 3: task = task + "chair"; break; case 4: task = task + "bench"; break; case 5: task = task + "throne"; break; case 6: task = task + "nightstand"; break; case 7: task = task + "writing table"; break; case 8: task = task + "table"; break; case 9: task = task + "box"; break; case 10: task = task + "crate"; break; case 11: task = task + "chest"; break; case 12: task = task + "armoire"; break; case 13: task = task + "bookcase"; break; case 14: task = task + "shelf"; break; case 15: task = task + "drawers"; break; case 16: task = task + "foot locker"; break; case 17: task = task + "cabinet"; break; case 18: task = task + "barrel"; break; case 19: task = task + "tub"; break; case 20: task = task + "bed"; break; } } return(task); }
public ZaythalorFarmHouseTreasureChest() : base(0xE43) { Name = "a treasure chest"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = false; RequiredSkill = 0; LockLevel = 0; MaxLockLevel = this.RequiredSkill; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(25, 50))); } DropItem(new OneGoldBar()); /////////////////////////////////////// Supplies if (Utility.RandomDouble() < 0.15) { DropItem(new Arrow(Utility.Random(1, 5))); } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.Random(1, 5); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.15) { DropItem(new Bandage(Utility.Random(1, 5))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bedroll()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bottle(Utility.Random(1, 5))); } if (Utility.RandomDouble() < 0.20) { DropItem(new Lockpick(Utility.Random(1, 5))); } 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() < 0.15) { DropItem(new FineOpalPendant()); } if (Utility.RandomDouble() < 0.15) { DropItem(new TamersHandbookVol2()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Tanzanite()); } if (Utility.RandomDouble() < 0.15) { DropItem(new CrackedHitFireballGem()); } if (Utility.RandomDouble() < 0.25) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(7)) { case 0: weapon = new Hatchet(); break; case 1: weapon = new Bow(); break; case 2: weapon = new Club(); break; case 3: weapon = new Pitchfork(); break; case 4: weapon = new GnarledStaff(); break; case 5: weapon = new ShepherdsCrook(); break; default: weapon = new Dagger(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 3, 10, 15); weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(2); weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(2); weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(2); weapon.Quality = WeaponQuality.Regular; DropItem(weapon); } }
private void AddEquipment(GuardType type) { AddItem(new Boots()); AddItem(new Cloak(1155)); AddItem(new BodySash(1155)); switch (type) { default: case GuardType.Archer: { AddItem(new LeatherLegs()); AddItem(new StuddedChest()); AddItem(new LeatherGloves()); AddItem(new LeatherArms()); Bow bow = new Bow(); bow.Quality = WeaponQuality.Exceptional; AddItem(bow); AddToBackpack(new Arrow(200)); } break; case GuardType.Cavalry: { AddItem(new PlateLegs()); AddItem(new RingmailChest()); AddItem(new FancyShirt()); AddItem(new PlateGorget()); AddItem(new RingmailGloves()); BaseWeapon weapon; if (Utility.RandomBool()) weapon = new Halberd(); else weapon = new Bardiche(); weapon.Quality = WeaponQuality.Exceptional; weapon.Resource = CraftResource.Gold; weapon.Speed += 5; AddItem(weapon); } break; case GuardType.Pikeman: { AddItem(new RingmailLegs()); AddItem(new RingmailChest()); AddItem(new RingmailArms()); AddItem(new RingmailGloves()); AddItem(new PlateGorget()); if (Utility.RandomBool()) AddItem(new CloseHelm()); else AddItem(new NorseHelm()); AddItem(new Pike()); } break; case GuardType.Swordsman: { AddItem(new ChainLegs()); AddItem(new ChainChest()); AddItem(new RingmailArms()); AddItem(new RingmailGloves()); AddItem(new PlateGorget()); switch (Utility.Random(3)) { case 0: AddItem(new CloseHelm()); break; case 1: AddItem(new NorseHelm()); break; case 2: AddItem(new PlateHelm()); break; } BaseWeapon weapon; switch (Utility.Random(4)) { default: case 0: weapon = new Broadsword(); break; case 1: weapon = new Longsword(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Axe(); break; } weapon.Quality = WeaponQuality.Exceptional; weapon.Resource = CraftResource.Gold; weapon.Layer = Layer.OneHanded; AddItem(weapon); if (Utility.RandomBool()) AddItem(new HeaterShield()); else AddItem(new MetalKiteShield()); } break; case GuardType.Wizard: { AddItem(new WizardsHat(Utility.RandomGreenHue())); AddItem(new Robe(Utility.RandomGreenHue())); GnarledStaff staff = new GnarledStaff(); staff.Attributes.SpellChanneling = 1; staff.Attributes.SpellDamage = Utility.RandomMinMax(4, 8); AddItem(staff); } break; case GuardType.Medic: { AddItem(new Bandana(Utility.RandomGreenHue())); AddItem(new Robe(Utility.RandomGreenHue())); } break; } }
public GnarledStaffTarget( GnarledStaff staff ) : base ( 6, false, TargetFlags.None ) { m_Staff = staff; }
public FortressCalcifinaTreasureChest1() : base(0xE43) { Name = "a treasure chest -25-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 25; LockLevel = 25; MaxLockLevel = 30; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(40, 400))); } /////////////////////////////////////// Supplies if (Utility.RandomDouble() < 0.15) { DropItem(new Arrow(Utility.Random(15, 20))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bolt(Utility.Random(15, 20))); } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.Random(15, 20); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.15) { DropItem(new Bandage(Utility.Random(15, 20))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bedroll()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bottle(Utility.Random(15, 20))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Lockpick(Utility.Random(15, 20))); } Item PotionLoot = Loot.RandomPotion(); DropItem(PotionLoot); /////////////////////////////////////// Tools if (Utility.RandomDouble() < 0.15) { DropItem(new FishingPole()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Shovel()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Skillet()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } if (Utility.RandomDouble() < 0.15) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(38)) { case 0: weapon = new Hatchet(); break; case 1: weapon = new Bow(); break; case 2: weapon = new Crossbow(); break; case 3: weapon = new Club(); break; case 4: weapon = new Mace(); break; case 5: weapon = new Maul(); break; case 6: weapon = new Pitchfork(); break; case 7: weapon = new ShortSpear(); break; case 8: weapon = new GnarledStaff(); break; case 9: weapon = new ShepherdsCrook(); break; case 10: weapon = new Cutlass(); break; case 11: weapon = new Katana(); break; case 12: weapon = new Kryss(); break; case 13: weapon = new Scimitar(); break; case 14: weapon = new AssassinSpike(); break; case 15: weapon = new DiamondMace(); break; case 16: weapon = new Leafblade(); break; case 17: weapon = new MagicalShortbow(); break; case 18: weapon = new RadiantScimitar(); break; case 19: weapon = new WildStaff(); break; case 20: weapon = new Axe(); break; case 21: weapon = new ExecutionersAxe(); break; case 22: weapon = new Pickaxe(); break; case 23: weapon = new TwoHandedAxe(); break; case 24: weapon = new WarAxe(); break; case 25: weapon = new HeavyCrossbow(); break; case 26: weapon = new HammerPick(); break; case 27: weapon = new WarMace(); break; case 28: weapon = new Spear(); break; case 29: weapon = new WarFork(); break; case 30: weapon = new BlackStaff(); break; case 31: weapon = new QuarterStaff(); break; case 32: weapon = new Longsword(); break; case 33: weapon = new ElvenCompositeLongbow(); break; case 34: weapon = new ElvenMachete(); break; case 35: weapon = new ElvenSpellblade(); break; case 36: weapon = new RuneBlade(); break; default: weapon = new Dagger(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 4, 18, 22); DropItem(weapon); } if (Utility.RandomDouble() < 0.15) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(13)) { case 0: armor = new FemaleStuddedChest(); break; case 1: armor = new StuddedArms(); break; case 2: armor = new StuddedBustierArms(); break; case 3: armor = new StuddedGloves(); break; case 4: armor = new StuddedGorget(); break; case 5: armor = new ChainCoif(); break; case 6: armor = new ChainChest(); break; case 7: armor = new ChainLegs(); break; case 8: armor = new RingmailArms(); break; case 9: armor = new RingmailChest(); break; case 10: armor = new RingmailGloves(); break; case 11: armor = new RingmailLegs(); break; default: armor = new StuddedChest(); break; } BaseRunicTool.ApplyAttributesTo(armor, 4, 18, 22); DropItem(armor); } if (Utility.RandomDouble() < 0.15) { BaseHat hat = Loot.RandomHat(true); switch (Utility.Random(5)) { case 0: hat = new BearMask(); break; case 1: hat = new DeerMask(); break; case 2: hat = new FeatheredHat(); break; case 3: hat = new WizardsHat(); break; default: hat = new TribalMask(); break; } BaseRunicTool.ApplyAttributesTo(hat, 4, 18, 22); DropItem(hat); } if (Utility.RandomDouble() < 0.15) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 4, 18, 22); DropItem(clothing); } if (Utility.RandomDouble() < 0.15) { BaseShield shield = new MetalKiteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield, 4, 18, 22); } DropItem(shield); } if (Utility.RandomDouble() < 0.15) { BaseJewel bracelet = new GoldBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 4, 18, 22); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.15) { BaseJewel earrings = new SilverEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 4, 18, 22); } DropItem(earrings); } if (Utility.RandomDouble() < 0.15) { BaseJewel necklace = new GoldNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 4, 18, 22); } DropItem(necklace); } if (Utility.RandomDouble() < 0.15) { BaseJewel ring = new SilverRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 4, 18, 22); } DropItem(ring); } }
public TownChestFarm() : base(0xE43) { Name = "a metal chest -5-"; Movable = true; Weight = 1000.0; Hue = 83; TrapPower = 0; Locked = true; RequiredSkill = 5; LockLevel = 5; MaxLockLevel = 10; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(1, 25))); } // Supplies if (Utility.RandomDouble() < 0.15) { DropItem(new Shirt()); } if (Utility.RandomDouble() < 0.10) { DropItem(new ShortPants()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Skirt()); } if (Utility.RandomDouble() < 0.10) { DropItem(new PlainDress()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Cap()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Sandals()); } if (Utility.RandomDouble() < 0.10) { DropItem(new GnarledStaff()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Pitchfork()); } if (Utility.RandomDouble() < 0.25) { DropItem(new Bag()); } if (Utility.RandomDouble() < 0.25) { DropItem(new Kindling(Utility.Random(1, 3))); } if (Utility.RandomDouble() < 0.20) { DropItem(new Lettuce(Utility.Random(1, 3))); } if (Utility.RandomDouble() < 0.20) { DropItem(new Onion(Utility.Random(1, 3))); } if (Utility.RandomDouble() < 0.20) { DropItem(new Turnip(Utility.Random(1, 3))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Ham(Utility.Random(1, 3))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bacon(Utility.Random(1, 3))); } if (Utility.RandomDouble() < 0.25) { DropItem(new RawLambLeg(Utility.Random(1, 3))); } if (Utility.RandomDouble() < 0.20) { DropItem(new SheafOfHay()); } if (Utility.RandomDouble() < 0.10) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(2)) { case 0: weapon = new GnarledStaff(); break; default: weapon = new Pitchfork(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 2, 10, 15); DropItem(weapon); } }
public BarbarianShaman() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { int hairHue = Utility.RandomHairHue(); Hue = Utility.RandomSkinHue(); Body = 0x190; Name = "Barbarian Shaman"; AddItem( new LongHair( hairHue ) ); AddItem( new ShortBeard( hairHue ) ); Item temp; temp = new ThighBoots(); temp.Hue = 0x01bb; temp.Movable = false; AddItem( temp ); temp = new Kilt(); temp.Hue = 0x01bb; temp.Movable = false; AddItem( temp ); temp = new BodySash(); temp.Hue = 0x01bb; temp.Movable = false; AddItem( temp ); temp = new GnarledStaff(); temp.Movable = false; AddItem( temp ); SetStr( 100, 150 ); SetDex( 81, 95 ); SetInt( 20, 30 ); SetHits( 150, 200 ); SetStam( 81, 95 ); SetMana( 100 ); SetDamage( 20, 25 ); SetSkill( SkillName.Magery, 60.0, 75.0 ); SetSkill( SkillName.Parry, 75.0, 100.0 ); SetSkill( SkillName.MagicResist, 40.0, 55.0 ); SetSkill( SkillName.Macing, 100.0 ); SetSkill( SkillName.Tactics, 80.0, 95.0 ); SetSkill( SkillName.Wrestling, 80.0, 95.0 ); Fame = Utility.RandomMinMax( 3500, 5000 ); Karma = Utility.RandomMinMax( -4000, -6000 ); VirtualArmor = 20; if (Utility.RandomDouble() <= 0.7) { Spellbook book = new Spellbook(); book.Content = ulong.MaxValue; book.LootType = LootType.Regular; AddItem(book); } }
public GnarledStaffTarget(GnarledStaff staff) : base(6, false, TargetFlags.None) { m_Staff = staff; }
public MongbatHideoutTreasureChest1() : base(0xE43) { Name = "a treasure chest -40-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 40; LockLevel = 40; MaxLockLevel = 80; /////////////////////////////////// Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(20, 300))); } /////////////////////////////////////// Supplies switch (Utility.Random(19)) { case 0: DropItem(new Board(60)); break; case 1: DropItem(new BoltOfCloth(60)); break; case 2: DropItem(new Bottle(60)); break; case 3: DropItem(new CopperWire(60)); break; case 4: DropItem(new Cotton(60)); break; case 5: DropItem(new DarkYarn(60)); break; case 6: DropItem(new Feather(60)); break; case 7: DropItem(new Flax(60)); break; case 8: DropItem(new Gears(60)); break; case 9: DropItem(new GoldWire(60)); break; case 10: DropItem(new IronIngot(60)); break; case 11: DropItem(new IronWire(60)); break; case 12: DropItem(new Leather(60)); break; case 13: DropItem(new LightYarn(60)); break; case 14: DropItem(new Shaft(60)); break; case 15: DropItem(new SilverWire(60)); break; case 16: DropItem(new SpoolOfThread(60)); break; case 17: DropItem(new Springs(60)); break; case 18: DropItem(new Wool(60)); break; } switch (Utility.Random(5)) { case 0: DropItem(new BeetleEgg(15)); break; case 1: DropItem(new FishScale(15)); break; case 2: DropItem(new Nirnroot(15)); break; case 3: DropItem(new SerpentScale(15)); break; case 4: DropItem(new ThunderStone(15)); break; } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.RandomMinMax(5, 10); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.05) { DropItem(new SackFlour()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } /////////////////////////////////////// LV 1-15 if (Utility.RandomDouble() < 0.10) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(36)) { case 0: weapon = new Hatchet(); break; // Lv1 case 1: weapon = new Axe(); break; // Lv5 case 2: weapon = new BattleAxe(); break; // Lv10 case 3: weapon = new Bow(); break; // Lv1 case 4: weapon = new Crossbow(); break; // Lv1 case 5: weapon = new Balestra(); break; // Lv5 case 6: weapon = new ElvenLeafBow(); break; // Lv5 case 7: weapon = new MagicalShortbow(); break; // Lv10 case 8: weapon = new RepeatingCrossbow(); break; // Lv10 case 9: weapon = new SkinningKnife(); break; // Lv1 case 10: weapon = new Cleaver(); break; // Lv5 case 11: weapon = new Dagger(); break; // Lv5 case 12: weapon = new ButcherKnife(); break; // Lv10 case 13: weapon = new EbonyDagger(); break; // Lv10 case 14: weapon = new Sai(); break; // Lv15 case 15: weapon = new Club(); break; // Lv1 case 16: weapon = new Nunchaku(); break; // Lv1 case 17: weapon = new Mace(); break; // Lv5 case 18: weapon = new Maul(); break; // Lv10 case 19: weapon = new Scepter(); break; // Lv15 case 20: weapon = new Pitchfork(); break; // Lv1 case 21: weapon = new ShortSpear(); break; // Lv5 case 22: weapon = new Pilum(); break; // Lv10 case 23: weapon = new Pike(); break; // Lv15 case 24: weapon = new GnarledStaff(); break; // Lv1 case 25: weapon = new ShepherdsCrook(); break; // Lv1 case 26: weapon = new QuarterStaff(); break; // Lv10 case 27: weapon = new ReptilianStaff(); break; // Lv15 case 28: weapon = new Bokuto(); break; // Lv1 case 29: weapon = new BoneHarvester(); break; // Lv1 case 30: weapon = new Cutlass(); break; // Lv1 case 31: weapon = new ElvenMachete(); break; // Lv1 case 32: weapon = new Kryss(); break; // Lv1 case 33: weapon = new EbonyRapier(); break; // Lv10 case 34: weapon = new Scimitar(); break; // Lv10 default: weapon = new Leafblade(); break; // Lv1 } switch (Utility.Random(14)) { case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break; case 1: weapon.Attributes.DefendChance = Utility.RandomMinMax(1, 5); break; case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break; case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break; case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break; case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break; case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break; case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break; case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break; case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break; case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break; case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break; case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break; default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break; } DropItem(weapon); } /////////////////////////////////////// LV 1-15 if (Utility.RandomDouble() < 0.10) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(39)) { case 0: armor = new LeatherArms(); break; // Lv1 case 1: armor = new LeatherBustierArms(); break; // Lv1 case 2: armor = new LeatherCap(); break; // Lv1 case 3: armor = new LeatherChest(); break; // Lv1 case 4: armor = new LeatherGloves(); break; // Lv1 case 5: armor = new LeatherGorget(); break; // Lv1 case 6: armor = new LeatherLegs(); break; // Lv1 case 7: armor = new LeatherShorts(); break; // Lv1 case 8: armor = new LeatherSkirt(); break; // Lv1 case 9: armor = new FemaleLeafChest(); break; // Lv1 case 10: armor = new LeafArms(); break; // Lv3 case 11: armor = new LeafChest(); break; // Lv3 case 12: armor = new LeafGloves(); break; // Lv3 case 13: armor = new LeafGorget(); break; // Lv3 case 14: armor = new LeafLegs(); break; // Lv3 case 15: armor = new LeafTonlet(); break; // Lv3 case 16: armor = new LeatherDo(); break; // Lv6 case 17: armor = new LeatherHaidate(); break; // Lv6 case 18: armor = new LeatherHiroSode(); break; // Lv6 case 19: armor = new LeatherJingasa(); break; // Lv6 case 20: armor = new LeatherMempo(); break; // Lv6 case 21: armor = new LeatherNinjaHood(); break; // Lv6 case 22: armor = new LeatherNinjaJacket(); break; // Lv6 case 23: armor = new LeatherNinjaMitts(); break; // Lv6 case 24: armor = new LeatherNinjaPants(); break; // Lv6 case 25: armor = new LeatherSuneate(); break; // Lv6 case 26: armor = new EbonsilkArms(); break; // Lv9 case 27: armor = new EbonsilkChest(); break; // Lv9 case 28: armor = new EbonsilkGloves(); break; // Lv9 case 29: armor = new EbonsilkGorget(); break; // Lv9 case 30: armor = new EbonsilkLegs(); break; // Lv9 case 31: armor = new EbonsilkTiara(); break; // Lv9 case 32: armor = new ChitinArms(); break; // Lv12 case 33: armor = new ChitinChest(); break; // Lv12 case 34: armor = new ChitinGloves(); break; // Lv12 case 35: armor = new ChitinGorget(); break; // Lv12 case 36: armor = new ChitinHelmet(); break; // Lv12 case 37: armor = new ChitinLegs(); break; // Lv12 default: armor = new FemaleLeatherChest(); break; // Lv1 } BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50); DropItem(armor); } if (Utility.RandomDouble() < 0.05) { BaseHat hat = Loot.RandomHat(true); BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10); DropItem(hat); } if (Utility.RandomDouble() < 0.05) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10); DropItem(clothing); } if (Utility.RandomDouble() < 0.05) { BaseShield shield1 = new Buckler(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50); } DropItem(shield1); } if (Utility.RandomDouble() < 0.05) { BaseShield shield2 = new WoodenShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50); } DropItem(shield2); } if (Utility.RandomDouble() < 0.05) { BaseShield shield3 = new AmmoniteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50); } DropItem(shield3); } if (Utility.RandomDouble() < 0.05) { BaseShield shield4 = new BronzeShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50); } DropItem(shield4); } if (Utility.RandomDouble() < 0.05) { BaseShield shield5 = new MetalShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield5, 3, 5, 50); } DropItem(shield5); } if (Utility.RandomDouble() < 0.05) { BaseShield shield6 = new WoodenKiteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield6, 3, 5, 50); } DropItem(shield6); } if (Utility.RandomDouble() < 0.05) { BaseJewel bracelet = new SilverBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.05) { BaseJewel earrings = new SilverEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10); } DropItem(earrings); } if (Utility.RandomDouble() < 0.05) { BaseJewel necklace = new SilverNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10); } DropItem(necklace); } if (Utility.RandomDouble() < 0.05) { BaseJewel ring = new SilverRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10); } DropItem(ring); } }
public TownChestMage() : base(0xE43) { Name = "a metal chest -5-"; Movable = true; Weight = 1000.0; Hue = 83; TrapPower = 0; Locked = true; RequiredSkill = 5; LockLevel = 5; MaxLockLevel = 10; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(1, 25))); } // Supplies if (Utility.RandomDouble() < 0.25) { DropItem(new BlankScroll(Utility.Random(50, 100))); } Item ReagentLoot1 = Loot.RandomReagent(); ReagentLoot1.Amount = Utility.Random(10, 15); DropItem(ReagentLoot1); Item ReagentLoot2 = Loot.RandomReagent(); ReagentLoot2.Amount = Utility.Random(10, 15); DropItem(ReagentLoot2); Item ReagentLoot3 = Loot.RandomReagent(); ReagentLoot3.Amount = Utility.Random(10, 15); DropItem(ReagentLoot3); /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.15) { DropItem(new Spellbook()); } if (Utility.RandomDouble() < 0.15) { DropItem(new CrackedSpellDamageGem()); } if (Utility.RandomDouble() < 0.15) { BaseWeapon staff = new GnarledStaff(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(staff, 2, 10, 15); } staff.WeaponAttributes.HitMagicArrow = 5; DropItem(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 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); } }