Inheritance: BaseEquipableLight
		public ElementalHunter() : base( AIType.AI_Mage )
		{
			Title = "the elemental hunter";
			int hue = 2308 + Utility.Random( 4 );
			AddItem( new ThighBoots( hue ) );
			AddItem( new SkullCap( hue ) );
			AddItem( new Surcoat( hue ) );
			AddItem( Identify( Rehued( new Spellbook(), hue ) ) );
			AddItem( Identify( Rehued( new LeatherGloves(), hue ) ) );
			AddItem( Identify( Rehued( new LeatherGorget(), hue ) ) );

			Torch torch = new Torch();
			torch.Movable = false;
			AddItem( torch );
			torch.Ignite();

			SetStr( 315, 345 );
			SetDex( 81, 95 );
			SetInt( 156, 187 );

			SetDamage( 35, 40 );

			SetSkill( SkillName.MagicResist, 110.0, 145.5 );
			SetSkill( SkillName.Magery, 100.0 );
			SetSkill( SkillName.EvalInt, 100.0 );
			SetSkill( SkillName.Wrestling, 55.0, 87.5 );
			SetSkill( SkillName.Meditation, 100.0 );
		}
Example #2
0
		public SpiritHunter() : base( AIType.AI_Mage )
		{
			Title = "the spirit hunter";

			int hue = 1891 + Utility.Random( 5 );
			AddItem( new Sandals( hue ) );
			AddItem( new SkullCap( hue ) );
			AddItem( new LongPants( hue ) );
			AddItem( new Cloak( hue ) );
			AddItem( new Shirt( hue ) );
			AddItem( Identify( Rehued( new Spellbook(), hue ) ) );
			AddItem( Identify( Rehued( new StuddedGloves(), hue ) ) );
			AddItem( Identify( Rehued( new GoldNecklace(), hue ) ) );

			Torch torch = new Torch();
			torch.MagicLight = true;

			if ( 0.995 > Utility.RandomDouble() )
				torch.SetSavedFlag( 0x01, true );

			AddItem( torch );
			torch.Ignite();

			SetStr( 315, 345 );
			SetDex( 81, 95 );
			SetInt( 156, 187 );

			SetDamage( 35, 40 );

			SetSkill( SkillName.MagicResist, 110.0, 145.5 );
			SetSkill( SkillName.Magery, 100.0 );
			SetSkill( SkillName.EvalInt, 100.0 );
			SetSkill( SkillName.Wrestling, 55.0, 87.5 );
			SetSkill( SkillName.Meditation, 100.0 );
		}
		public override void InitOutfit()
		{
			Utility.AssignRandomHair( this );
			Utility.AssignRandomFacialHair( this, HairHue );

			AddItem( new PlateChest() );
			AddItem( new PlateArms() );
			AddItem( new PlateGloves() );
			AddItem( new PlateLegs() );

			Torch torch = new Torch();
			torch.Movable = false;
			AddItem( torch );
			torch.Ignite();
		}
		public override void InitOutfit()
		{
			Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A ) );
			hair.Hue = Utility.RandomHairHue();
			hair.Layer = Layer.Hair;
			hair.Movable = false;
			AddItem( hair );

			Item beard = new Item( Utility.RandomList( 0x203E, 0x203F, 0x2040, 0x2041, 0x204B, 0x204C, 0x204D ) );
			beard.Hue = hair.Hue;
			beard.Layer = Layer.FacialHair;
			beard.Movable = false;
			AddItem( beard );

			AddItem( new PlateChest() );
			AddItem( new PlateArms() );
			AddItem( new PlateGloves() );
			AddItem( new PlateLegs() );

			Torch torch = new Torch();
			torch.Movable = false;
			AddItem( torch );
			torch.Ignite();
		}
        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));
            }
        }
		public OverlandTreasureHunter()
		{
			SpeechHue = Utility.RandomDyedHue();
			Title = "the treasure hunter";

			SetStr( 96, 115 );
			SetDex( 86, 105 );
			SetInt( 51, 65 );

			SetDamage( 23, 27 );

			SetSkill( SkillName.Anatomy, 60.0, 82.5 );
			SetSkill( SkillName.Wrestling, 88.5, 100.0 );
			SetSkill( SkillName.MagicResist, 88.5, 100.0 );
			SetSkill( SkillName.Tactics, 60.0, 82.5 );

			Fame = 2500;
			Karma = -2500;

			// Configure our treasuremap
			TreasureMap map = new TreasureMap( 5, Map.Felucca );
			map.LootType = LootType.Newbied;
			map.Themed = true;
			map.Theme = TreasureTheme.RandomOverlandTheme();
			map.Decoder = this;
			PackItem( map );

			// configure our distination (to the chest)
			Destination = new Point3D(map.ChestLocation,0).ToString();

			Shovel shovel = new Shovel( );
			shovel.LootType = LootType.Newbied;
			PackItem( shovel );

			Runebook book = new Runebook( );
			book.LootType = LootType.Newbied;
			book.Name = "Fromm's treasure hunting guide";
			AddItem( book );

			Item light = null;
			if (Utility.RandomBool())
				light = new Lantern();
			else
				light = new Torch();
			PackItem( light );

			// select a gem for payment
			m_GemIndex = Utility.Random(TreasureMapChest.m_GemTypes.Length);
			m_GemsRequired = 50 * (2 + Utility.Random( 9 )); // 100-500

			PackItem( new Bandage( Utility.RandomMinMax( 1, 15 ) ) );
		}