public override void InitOutfit() { AddItem(new Backpack()); DeathRobe robe = new DeathRobe(); robe.ItemID = 9863; SetWearable(robe); }
public override void InitOutfit() { AddItem(new Backpack()); var robe = new DeathRobe { ItemID = 9863 }; SetWearable(robe); }
public override void OnDamagedBySpell(Mobile from) { if (from.Combatant == null) { return; } Mobile m = from.Combatant; if (m.Body == 58) { m.Say("I now own your soul!!!"); } if (m.Body != from.Body) { m.BoltEffect(0); m.Body = from.Body; m.Hue = from.Hue; m.Name = from.Name; m.Fame = from.Fame; m.Karma = (0 - from.Karma); m.Title = from.Title; m.Str = from.Str; m.Int = from.Int; m.Dex = from.Dex; m.Hits = from.Hits + 2000; m.Dex = from.Dex; m.Mana = from.Mana; m.Stam = from.Stam; m.Female = from.Female; m.VirtualArmor = (from.VirtualArmor + 95); Item hair = new Item(Utility.RandomList(8265)); hair.Hue = 1167; hair.Layer = Layer.Hair; hair.Movable = false; m.AddItem(hair); Kasa hat = new Kasa(); hat.Hue = 1167; hat.Movable = false; m.AddItem(hat); DeathRobe robe = new DeathRobe(); robe.Name = "Death Robe"; robe.Hue = 1167; robe.Movable = false; m.AddItem(robe); Sandals sandals = new Sandals(); sandals.Hue = 1167; sandals.Movable = false; m.AddItem(sandals); BagOfAllReagents bag = new BagOfAllReagents(); m.AddToBackpack(bag); m.BoltEffect(0); } switch (Utility.Random(5)) { case 0: m.Say("We are now one with each other!!"); break; case 1: m.Say("Your weak spells have no effect on me, muahahaha!!"); break; case 2: m.Say("Your end is near young adventurer!!"); break; case 3: m.Say("Thou shalt not pass my post!!"); break; case 4: m.Say("I now own your soul!!!"); break; } from.BoltEffect(0); from.Damage(Utility.Random(1, 50)); m.Hits += (Utility.Random(1, 50)); }
public override void OnDamagedBySpell(Mobile from) { if (Combatant == null) { return; } if (Body == 58) { Say("I will steal your Body and now your Soul..."); } if (Body != from.Body) { BoltEffect(0); Body = from.Body; Hue = from.Hue; Name = from.Name; Fame = from.Fame; Karma = (0 - from.Karma); Title = from.Title; Str = from.Str; Int = from.Int; Dex = from.Dex; Hits = from.Hits; Dex = from.Dex; Mana = from.Mana; Stam = from.Stam; Female = from.Female; VirtualArmor = (from.VirtualArmor); Item hair = new Item(Utility.RandomList(8265)); hair.Hue = 1153; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); JesterHat hat = new JesterHat(); hat.Hue = 1175; hat.Movable = false; AddItem(hat); DeathRobe robe = new DeathRobe(); robe.Hue = 1175; robe.Movable = false; AddItem(robe); Sandals sandals = new Sandals(); sandals.Hue = 1; sandals.Movable = false; AddItem(sandals); Spellbook book = new Spellbook(UInt64.MaxValue); book.Hue = 1175; book.Movable = false; AddItem(book); BoltEffect(0); } switch (Utility.Random(6)) { case 0: Say("You can not win with magic..."); break; case 1: Say("Your image is weak as is your mind..."); break; case 2: Say("It feels good to wear your skin..."); break; case 3: Say("I'll take over your life as soon as I end it..."); break; case 4: Say("Don't you like having a twin..."); break; case 5: Say("You lack the skills to defeat me..."); break; } from.BoltEffect(0); from.Damage(Utility.Random(20, 40)); Hits += (Utility.Random(20, 40)); }
public InternalTimer(DeathRobe c, TimeSpan delay) : base(delay) { m_Robe = c; Priority = TimerPriority.FiveSeconds; }
public static Item RareFactoryItem(double chance) { int[] rares = new int[] { 0x1502, // Plough 0x1A9A, // Flax – looks lovely stacked on a pitcher. 0x1BD9, // Stack of boards 0x1BDE, // Logs 0x0FF3, // Small open book 0x0F41, // Stacked arrows 0x1BFD, // Stacked crossbow bolts 0x0A07, // Wall torch (facing east) - LightType.WestBig 0x0A0C, // Wall torch (facing south) - LightType.NorthBig 0x09FE, // Wall sconce (facing east) - LightType.WestBig 0x0A02, // Wall sconce (facing south) - LightType.NorthBig 0x0B26, // Tall candlabra (unlit 0xA29) - LightType.Circle225; 0x0B47, // Large vase 0x0B48, // Vase 0x11FC, // Bamboo stool 0x0A92, // Folded sheet – (east) making these dyeable would rock! (use deathrobe - dyable/not scissorable) 0x0A93, // Folded sheet – (south) making these dyeable would rock! (use deathrobe - dyable/not scissorable) 0x09F3, // Pan 0x09E1, // Pot 1 0x09E0, // Pot 2 0x108B, // Beads – buyable at a jeweler on OSI, not released on AI. 0x166D, // Shackles 0x1A0D, // Chains with bones. (not a whole skeleton like given away at an event.) 0x1230, // Guilotine }; Item temp = null; if (chance >= Utility.RandomDouble()) { int ItemId = rares[Utility.Random(rares.Length)]; switch (ItemId) { case 0x0A92: // Folded sheet – (east) case 0x0A93: // Folded sheet – (south) { // make it dyable - don't scissor it!! temp = new DeathRobe(); temp.ItemID = ItemId; temp.LootType = LootType.Regular; } break; case 0x0A07: // Wall torch (facing east) case 0x09FE: // Wall sconce (facing east) { temp = new Item(ItemId); temp.Weight = 1; temp.Light = LightType.WestBig; } break; case 0x0A0C: // Wall torch (facing south) case 0x0A02: // Wall sconce (facing south) { temp = new Item(ItemId); temp.Weight = 1; temp.Light = LightType.NorthBig; } break; case 0x0B26: // Tall candlabra { temp = new Item(ItemId); temp.Weight = 1; temp.Light = LightType.Circle225; } break; default: { temp = new Item(ItemId); temp.Weight = 1; } break; } } return(temp); }