Exemple #1
0
        private void CreateClassic()
        {
            m_MoveSound    = 251;
            m_CaptureSound = 773;
            m_DeathSound   = 1063;

            m_Piece.Female    = false;
            m_Piece.BodyValue = 0x190;

            if (m_BChessboard.OverrideMinorHue)
            {
                m_Piece.Hue = Hue;
            }
            else
            {
                m_Piece.Hue = m_BChessboard.SkinHue;
            }

            Item item = null;

            item      = new HoodedShroudOfShadows(Hue);
            item.Name = "Bishop's Robe";
            m_Piece.AddItem(item);

            item = new Boots(MinorHue);
            m_Piece.AddItem(item);

            item = new BlackStaff();
            m_Piece.AddItem(item);
        }
            public InternalBuyInfo()
            {
                Add(new GenericBuyInfo("Hatchet", typeof(Hatchet), Hatchet.GetSBPurchaseValue(), 50, 0xF43, 0));
                Add(new GenericBuyInfo("Saw", typeof(Saw), Saw.GetSBPurchaseValue(), 50, 0x1034, 0));

                Add(new GenericBuyInfo("Club", typeof(Club), Club.GetSBPurchaseValue(), 25, 0x13B4, 0));
                Add(new GenericBuyInfo("Shepherd's Crook", typeof(ShepherdsCrook), ShepherdsCrook.GetSBPurchaseValue(), 25, 0xE81, 0));
                Add(new GenericBuyInfo("Quarter Staff", typeof(QuarterStaff), QuarterStaff.GetSBPurchaseValue(), 25, 0xE89, 0));
                Add(new GenericBuyInfo("Gnarled Staff", typeof(GnarledStaff), GnarledStaff.GetSBPurchaseValue(), 25, 0x13F8, 0));
                Add(new GenericBuyInfo("Black Staff", typeof(BlackStaff), BlackStaff.GetSBPurchaseValue(), 25, 0xDF0, 0));

                Add(new GenericBuyInfo("Wooden Shield", typeof(WoodenShield), WoodenShield.GetSBPurchaseValue(), 25, 7034, 0));
                Add(new GenericBuyInfo("Wooden Kite Shield", typeof(WoodenKiteShield), WoodenKiteShield.GetSBPurchaseValue(), 25, 7033, 0));

                Add(new GenericBuyInfo("Lute", typeof(Lute), Lute.GetSBPurchaseValue(), 50, 0x0EB3, 0));
                Add(new GenericBuyInfo("Drums", typeof(Drums), Drums.GetSBPurchaseValue(), 50, 0x0E9C, 0));
                Add(new GenericBuyInfo("Harp", typeof(Harp), Harp.GetSBPurchaseValue(), 50, 0x0EB1, 0));
                Add(new GenericBuyInfo("Tambourine", typeof(Tambourine), Tambourine.GetSBPurchaseValue(), 50, 0x0E9E, 0));

                Add(new GenericBuyInfo("Scorp", typeof(Scorp), Scorp.GetSBPurchaseValue(), 50, 0x10E7, 0));
                Add(new GenericBuyInfo("Smoothing Plane", typeof(SmoothingPlane), SmoothingPlane.GetSBPurchaseValue(), 50, 0x1032, 0));
                Add(new GenericBuyInfo("Drawing Knife", typeof(DrawKnife), DrawKnife.GetSBPurchaseValue(), 50, 0x10E4, 0));
                Add(new GenericBuyInfo("Froe", typeof(Froe), Froe.GetSBPurchaseValue(), 50, 0x10E5, 0));
                Add(new GenericBuyInfo("Hammer", typeof(Hammer), Hammer.GetSBPurchaseValue(), 50, 0x102A, 0));
                Add(new GenericBuyInfo("Inshave", typeof(Inshave), Inshave.GetSBPurchaseValue(), 50, 0x10E6, 0));
                Add(new GenericBuyInfo("Jointing Plane", typeof(JointingPlane), JointingPlane.GetSBPurchaseValue(), 50, 0x1030, 0));
                Add(new GenericBuyInfo("Wooden Plane", typeof(WoodenPlane), WoodenPlane.GetSBPurchaseValue(), 50, 0x102C, 0));
                Add(new GenericBuyInfo("Dovetail Saw", typeof(DovetailSaw), DovetailSaw.GetSBPurchaseValue(), 50, 0x1028, 0));
            }
Exemple #3
0
        public BloodStoneHighWitch() : base(AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name   = NameList.RandomName("female");
            Title  = "the Blood Stone High Witch";
            Body   = 0x0191;
            Hue    = 0x0493;
            Female = true;
            SetStr(200, 250);
            SetDex(100, 200);
            SetInt(300);

            SetHits(200, 250);
            SetStam(100, 200);
            SetMana(300);
            SetDamage(40, 50);

            AddItem(new LongHair(Utility.RandomHairHue()));

            Item temp;

            temp         = new PlainDress(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 BlackStaff();
            AddItem(temp);
            //PackGold(200, 300);
            AddItem(new EyesOfNewt(Utility.RandomMinMax(1, 5)));
            AddItem(new BatWing(2));
            PackPotion();
            PackPotion();

            SetSkill(SkillName.MagicResist, 90.0, 95.0);
            SetSkill(SkillName.Magery, 200.0, 250.0);
            SetSkill(SkillName.Macing, 75.0, 95.0);
            SetSkill(SkillName.Tactics, 80.0, 90.0);
            SetSkill(SkillName.Wrestling, 40.0, 55.0);

            Fame  = -2000;
            Karma = -6000;

            VirtualArmor = 55;

            PackItem(new Sandals());
        }
            public InternalSellInfo()
            {
                Add(typeof(Hatchet), Hatchet.GetSBSellValue());
                Add(typeof(Saw), Saw.GetSBSellValue());

                Add(typeof(Scorp), Scorp.GetSBSellValue());
                Add(typeof(SmoothingPlane), SmoothingPlane.GetSBSellValue());
                Add(typeof(DrawKnife), DrawKnife.GetSBSellValue());
                Add(typeof(Froe), Froe.GetSBSellValue());
                Add(typeof(Hammer), Hammer.GetSBSellValue());
                Add(typeof(Inshave), Inshave.GetSBSellValue());
                Add(typeof(JointingPlane), JointingPlane.GetSBSellValue());
                Add(typeof(WoodenPlane), WoodenPlane.GetSBSellValue());
                Add(typeof(DovetailSaw), DovetailSaw.GetSBSellValue());

                Add(typeof(Lute), Lute.GetSBSellValue());
                Add(typeof(Drums), Drums.GetSBSellValue());
                Add(typeof(Harp), Harp.GetSBSellValue());
                Add(typeof(Tambourine), Tambourine.GetSBSellValue());

                Add(typeof(Club), Club.GetSBSellValue());
                Add(typeof(ShepherdsCrook), ShepherdsCrook.GetSBSellValue());
                Add(typeof(QuarterStaff), QuarterStaff.GetSBSellValue());
                Add(typeof(GnarledStaff), GnarledStaff.GetSBSellValue());
                Add(typeof(BlackStaff), BlackStaff.GetSBSellValue());

                Add(typeof(WoodenShield), WoodenShield.GetSBSellValue());
                Add(typeof(WoodenKiteShield), WoodenKiteShield.GetSBSellValue());

                /*
                 *              Add( typeof( WoodenBox ), 7 );
                 *              Add( typeof( SmallCrate ), 5 );
                 *              Add( typeof( MediumCrate ), 6 );
                 *              Add( typeof( LargeCrate ), 7 );
                 *              Add( typeof( WoodenChest ), 15 );
                 *
                 *              Add( typeof( LargeTable ), 10 );
                 *              Add( typeof( Nightstand ), 7 );
                 *              Add( typeof( YewWoodTable ), 10 );
                 *              Add( typeof( WritingTable ), 9 );
                 *
                 *              Add( typeof( Throne ), 24 );
                 *              Add( typeof( WoodenThrone ), 6 );
                 *              Add( typeof( Stool ), 6 );
                 *              Add( typeof( FootStool ), 6 );
                 *
                 *              Add( typeof( FancyWoodenChairCushion ), 12 );
                 *              Add( typeof( CushionedWoodenChair ), 10 );
                 *              Add( typeof( WoodenChair ), 8 );
                 *              Add( typeof( BambooChair ), 6 );
                 *              Add( typeof( WoodenBench ), 6 );
                 */
            }
        public override void InitOutfit()
        {
            AddItem(new Robe(0x4DD));
            AddItem(new WizardsHat(0x8A5));
            AddItem(new Shoes(0x8A5));

            AddItem(new LongHair(0x455));
            AddItem(new LongBeard(0x455));

            BlackStaff staff = new BlackStaff();

            staff.Movable = false;
            AddItem(staff);
        }
Exemple #6
0
        public override void InitOutfit()
        {
            this.AddItem(new Robe(0x4DD));
            this.AddItem(new WizardsHat(0x8A5));
            this.AddItem(new Shoes(0x8A5));

            this.HairItemID = 0x203C;
            this.HairHue    = 0x455;

            this.FacialHairItemID = 0x203E;
            this.FacialHairHue    = 0x455;

            BlackStaff staff = new BlackStaff();

            staff.Movable = false;
            this.AddItem(staff);
        }
Exemple #7
0
        public override void InitOutfit()
        {
            AddItem(new Robe(0x4DD));
            AddItem(new WizardsHat(0x8A5));
            AddItem(new Shoes(0x8A5));

            HairItemID = 0x203C;
            HairHue    = 0x455;

            FacialHairItemID = 0x203E;
            FacialHairHue    = 0x455;

            var staff = new BlackStaff();

            staff.Movable = false;
            AddItem(staff);
        }
        public override void GenerateLoot()
        {
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel jewel1 = new GoldEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(jewel1, 3, 15, 20);
                }

                jewel1.Resistances.Fire = 8;

                PackItem(jewel1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel jewel2 = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(jewel2, 3, 15, 20);
                }

                jewel2.Resistances.Fire = 12;

                PackItem(jewel2);
            }
            if (Utility.RandomDouble() < 0.05)               //5% chance to drop.
            {
                BaseWeapon weapon = new BlackStaff();

                weapon.Hue = 1908;

                weapon.Attributes.SpellDamage       = 15;
                weapon.WeaponAttributes.HitFireball = 5;

                PackItem(weapon);
            }
        }
        public override void GenerateLoot()
        {
            AddLoot(LootPack.Average);
            AddLoot(LootPack.Potions);

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(4))
                {
                case 0: weapon = new QuarterStaff(); break;

                case 1: weapon = new BlackStaff(); break;

                case 2: weapon = new CrystalStaff(); break;

                default: weapon = new GnarledStaff(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 10, 20);

                PackItem(weapon);
            }
        }
Exemple #10
0
        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;
            }
            }
        }
Exemple #11
0
        public Zendella() : base(AIType.AI_Mage, FightMode.Weakest, 10, 1, 0.2, 0.4)
        {
            Name = "Zendella Kxriss";
            //Title= "";
            Hue         = 2221;
            Body        = 401;
            SpeechHue   = 2304;
            BaseSoundID = 0;
            Team        = 0;
            //new EtherealHorse().Rider = this;

            SetStr(275, 375);
            SetDex(40, 75);
            SetInt(150, 200);

            SetHits(230, 375);
            SetMana(400, 450);

            SetSkill(SkillName.Tactics, 100.7, 100.4);
            SetSkill(SkillName.MagicResist, 250.4, 250.7);
            SetSkill(SkillName.Magery, 120.4, 120.7);
            SetSkill(SkillName.Macing, 110.4, 110.7);
            SetSkill(SkillName.EvalInt, 160.4, 190.7);

            Fame  = 15000;
            Karma = -15000;

            VirtualArmor = 80;

            Item BlackStaff = new BlackStaff();

            BlackStaff.Movable = false;
            BlackStaff.Hue     = 2306;
            EquipItem(BlackStaff);

            //Item BoneHelm = new BoneHelm();
            //BoneHelm.Movable=false;
            //BoneHelm.Hue=38;
            //EquipItem( BoneHelm );

            Item HoodedShroudOfShadows = new HoodedShroudOfShadows();

            HoodedShroudOfShadows.Movable = false;
            HoodedShroudOfShadows.Hue     = 2118;
            HoodedShroudOfShadows.Name    = "death shroud";
            EquipItem(HoodedShroudOfShadows);

            Item LeatherGloves = new LeatherGloves();

            LeatherGloves.Movable = false;
            LeatherGloves.Hue     = 1;
            EquipItem(LeatherGloves);

            //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     = 2306;
            hair.Layer   = Layer.Hair;
            hair.Movable = false;
            AddItem(hair);

            PackGold(400, 3100);
            PackArmor(0, 5);
            PackWeapon(0, 5);
            PackArmor(0, 3);
            PackWeapon(0, 2);

            switch (Utility.Random(2))
            {
            case 0: PackItem(new ZendellSoul()); break;
            }
        }