public ZombieClueGiver() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.25, 0.8) { SpeechHue = Utility.RandomDyedHue(); Name = NameList.RandomName( "male" ); HairItemID = 0; FacialHairItemID = 0; SpecialTitle = "The Sage"; TitleHue = 1272; Hue = Utility.RandomSkinHue(); if (Utility.RandomBool()) { Body = 0x191; Female = true; } else { Body = 0x190; } Utility.AssignRandomHair(this, Utility.RandomHairHue()); VirtualArmor = 0; BardImmuneCustom = true; WeaponDamage = true; TakesNormalDamage = true; Pseu_AllowInterrupts = true; Pseu_SpellDelay = TimeSpan.Zero; ClearHandsOnCast = true; PowerWords = true; Fame = 0; Karma = 0; Blessed = true; CantWalk = true; Pseu_SpellBookRequired = true; Pseu_ConsumeReagents = true; MonkRobe chest = new MonkRobe(); chest.Hue = 1153; chest.Identified = true; AddItem(Immovable(chest)); }
public FriendlyPlayer() : base( AIType.AI_Melee, FightMode.Closest, 25, 1, 0.4, 0.3 ) { SpeechHue = Utility.RandomDyedHue(); switch (Utility.Random(6)) { case 0: Title = "[BEC]"; break; case 1: Title = "[COOL]"; break; case 2: Title = "[FUN]"; break; case 3: Title = "[PYR]"; break; case 4: Title = "[FRN]"; break; case 5: Title = "[CRA]"; break; } SetStr(100, 200); SetDex(100, 200); SetInt(125, 200); ActiveSpeed = 0.2; PassiveSpeed = 0; SetHits(100, 400); SetDamage(10, 19); SetDamageType(ResistanceType.Physical, 120); SetResistance(ResistanceType.Physical, 40, 80); SetResistance(ResistanceType.Fire, 40, 80); SetResistance(ResistanceType.Cold, 40, 80); SetResistance(ResistanceType.Poison, 40, 80); SetResistance(ResistanceType.Energy, 40, 80); SetSkill(SkillName.Swords, 79.0, 110.0); SetSkill(SkillName.Tactics, 79.0, 110.0); SetSkill(SkillName.MagicResist, 79.0, 110.0); SetSkill(SkillName.Tactics, 79.0, 110.0); SetSkill(SkillName.Parry, 79.0, 110.0); SetSkill(SkillName.Anatomy, 70.0, 110.0); SetSkill(SkillName.Healing, 70.0, 110.0); Fame = 1000; Karma = 10000; VirtualArmor = 50; switch (Utility.Random(4)) { case 0: AddItem( new Longsword() ); break; case 1: AddItem( new Axe() ); break; case 2: AddItem( new Bardiche() ); break; case 3: AddItem( new Hatchet() ); break; } switch (Utility.Random(5)) { case 0: Item cloak = new Cloak(); cloak.Movable = false; cloak.Hue = GetRandomHue(); AddItem( cloak ); break; case 1: Item shroud = new HoodedShroudOfShadows(); shroud.Movable = false; shroud.Hue = GetRandomHue(); AddItem( shroud ); break; case 2: break; case 3: Item monkrobe = new MonkRobe(); monkrobe.Movable = false; monkrobe.Hue = GetRandomHue(); AddItem( monkrobe ); break; case 4: break; } switch (Utility.Random(4)) { case 0: AddItem( new LongPants() ); break; case 1: Item LegsOfBane = new LeggingsOfBane(); LegsOfBane.Hue = GetRandomHue(); LegsOfBane.LootType = LootType.Newbied; LegsOfBane.Movable = false; AddItem( LegsOfBane ); break; case 2: Item ShortPantss = new ShortPants(); ShortPantss.Hue = GetRandomHue(); ShortPantss.LootType = LootType.Newbied; ShortPantss.Movable = false; AddItem( ShortPantss ); break; case 3: Item PlateLegsv = new PlateLegs(); PlateLegsv.Hue = GetRandomHue(); PlateLegsv.LootType = LootType.Newbied; PlateLegsv.Movable = false; AddItem( PlateLegsv ); break; } switch (Utility.Random(5)) { case 0: AddItem( new Boots() ); break; case 1: Item Sandals = new Sandals(); Sandals.Hue = GetRandomHue(); Sandals.LootType = LootType.Blessed; Sandals.Movable = false; AddItem( Sandals ); break; case 2: Item Bootsv = new Boots(); Bootsv.Hue = GetRandomHue(); Bootsv.LootType = LootType.Blessed; Bootsv.Movable = false; AddItem( Bootsv ); break; case 3: Item Shoesv = new Shoes(); Shoesv.Hue = GetRandomHue(); Shoesv.LootType = LootType.Blessed; Shoesv.Movable = false; AddItem( Shoesv ); break; case 4: break; } switch (Utility.Random(6)) { case 0: AddItem( new ClothNinjaHood( ) ); break; case 1: Item SpiritOfTheTotem = new SpiritOfTheTotem(); SpiritOfTheTotem.Hue = GetRandomHue(); SpiritOfTheTotem.Movable = false; SpiritOfTheTotem.LootType = LootType.Blessed; AddItem( SpiritOfTheTotem ); break; case 2: Item BoneHelmv = new BoneHelm(); BoneHelmv.Hue = GetRandomHue(); BoneHelmv.Movable = false; BoneHelmv.LootType = LootType.Blessed; AddItem( BoneHelmv ); break; case 3: Item CloseHelmv = new CloseHelm(); CloseHelmv.Hue = GetRandomHue(); CloseHelmv.Movable = false; CloseHelmv.LootType = LootType.Blessed; AddItem( CloseHelmv ); break; case 4: AddItem( new SkullCap( ) );break; case 5: Item TricorneHatv = new TricorneHat(); TricorneHatv.Hue = GetRandomHue(); TricorneHatv.Movable = false; TricorneHatv.LootType = LootType.Blessed; AddItem( TricorneHatv ); break; } switch (Utility.Random(3)) { case 0: Item LeatherGlovesv = new LeatherGloves(); LeatherGlovesv.Hue = GetRandomHue(); LeatherGlovesv.Movable = false; LeatherGlovesv.LootType = LootType.Blessed; AddItem( LeatherGlovesv ); break; case 1: Item PlateGlovesv = new PlateGloves(); PlateGlovesv.Hue = GetRandomHue(); PlateGlovesv.Movable = false; PlateGlovesv.LootType = LootType.Blessed; AddItem( PlateGlovesv ); break; case 2: AddItem( new RingmailGloves() ); break; } if ( Female = Utility.RandomBool() ) { Body = 401; Name = NameList.RandomName( "female" ); } else { Body = 400; Name = NameList.RandomName( "male" ); } Utility.AssignRandomHair( this ); for (int i = 0; i < 10; i++) { PackItem( new GreaterCurePotion() ); PackItem( new GreaterHealPotion() ); PackItem( new TotalRefreshPotion() ); } PackItem(new Bandage(Utility.RandomMinMax(10, 100))); Horse ns = new Horse(); ns.Controlled = true; ns.ControlMaster = this; ns.ControlOrder = OrderType.Stay; ns.Rider = this; }