public GauntletKiller() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "a gauntlet killer"; Body = 400; BaseSoundID = 0; Hue = 1109; Kills = 5; SetStr( 100 ); SetDex( 200 ); SetInt( 100 ); SetHits( 80 ); SetDamage( 150, 200 ); SetSkill( SkillName.MagicResist, 100.0 ); SetSkill( SkillName.Tactics, 200.0 ); SetSkill( SkillName.Swords, 200.0 ); Fame = 1500; Karma = -1500; VirtualArmor = 30; Bardiche w = new Bardiche(); w.Hue = 1109; w.Movable = false; w.LootType = LootType.Blessed; AddItem( w ); }
public override void InitOutfit() { AddItem( new PlateChest() ); AddItem( new PlateArms() ); AddItem( new PlateGloves() ); AddItem( new PlateLegs() ); Utility.AssignRandomHair( this ); Utility.AssignRandomFacialHair( this, HairHue ); Bardiche weapon = new Bardiche(); weapon.Movable = false; AddItem( weapon ); }
public MorgBergen() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Title = "the Cursed"; this.Hue = 0x8596; this.Body = 0x190; this.Name = "Morg Bergen"; this.AddItem(new ShortPants(0x59C)); Bardiche bardiche = new Bardiche(); LeatherGloves gloves = new LeatherGloves(); LeatherArms arms = new LeatherArms(); bardiche.Hue = 0x96F; bardiche.Movable = false; gloves.Hue = 0x96F; arms.Hue = 0x96F; this.AddItem(bardiche); this.AddItem(gloves); this.AddItem(arms); this.SetStr(111, 120); this.SetDex(111, 120); this.SetInt(51, 60); this.SetHits(180, 207); this.SetMana(0); this.SetDamage(9, 17); this.SetDamageType(ResistanceType.Physical, 40); this.SetDamageType(ResistanceType.Cold, 60); this.SetResistance(ResistanceType.Physical, 35, 45); this.SetResistance(ResistanceType.Fire, 25, 30); this.SetResistance(ResistanceType.Cold, 50, 60); this.SetResistance(ResistanceType.Poison, 25, 35); this.SetResistance(ResistanceType.Energy, 25, 35); this.SetSkill(SkillName.Swords, 90.1, 100.0); this.SetSkill(SkillName.Tactics, 90.1, 100.0); this.SetSkill(SkillName.MagicResist, 80.1, 90.0); this.SetSkill(SkillName.Anatomy, 90.1, 100.0); this.Fame = 5000; this.Karma = -1000; }
public Khorne() : base( AIType.AI_Mage ) { Name = "Khorne"; BaseSoundID = 412; Body = 78; SetStr( 305, 425 ); SetDex( 72, 150 ); SetInt( 1000, 1500 ); SetHits( 1500 ); SetStam( 102, 300 ); SetDamage( 45, 60 ); SetDamageType( ResistanceType.Physical, 20 ); SetDamageType( ResistanceType.Cold, 40 ); SetDamageType( ResistanceType.Energy, 40 ); SetResistance( ResistanceType.Physical, 55, 65 ); SetResistance( ResistanceType.Fire, 25, 30 ); SetResistance( ResistanceType.Cold, 50, 60 ); SetResistance( ResistanceType.Poison, 50, 60 ); SetResistance( ResistanceType.Energy, 25, 30 ); SetSkill( SkillName.EvalInt, 120.1, 130.0 ); SetSkill( SkillName.Magery, 120.1, 130.0 ); SetSkill( SkillName.Meditation, 100.1, 101.0 ); SetSkill( SkillName.Poisoning, 100.1, 101.0 ); SetSkill( SkillName.MagicResist, 175.2, 200.0 ); SetSkill( SkillName.Tactics, 90.1, 100.0 ); SetSkill( SkillName.Wrestling, 75.1, 100.0 ); Karma = -40000; PackGold(25000); VirtualArmor = 30; Bardiche weapon = new Bardiche(); weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 3, 5 ); weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 3, 5 ); weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 3, 5 ); }
public MorgBergen() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Title = "the Cursed"; Hue = 0x8596; Body = 0x190; AddItem( new ShortPants( 0x59C ) ); Bardiche bardiche = new Bardiche(); LeatherGloves gloves = new LeatherGloves(); LeatherArms arms = new LeatherArms(); bardiche.Hue = 0x96F; gloves.Hue = 0x96F; arms.Hue = 0x96F; AddItem( Immovable(bardiche) ); AddItem( Immovable(gloves) ); AddItem( Immovable(arms) ); SetStr( 111, 120 ); SetDex( 111, 120 ); SetInt( 51, 60 ); SetHits( 180, 207 ); SetMana( 0 ); SetDamage( 9, 17 ); SetSkill( SkillName.Swords, 90.1, 100.0 ); SetSkill( SkillName.Tactics, 90.1, 100.0 ); SetSkill( SkillName.MagicResist, 80.1, 90.0 ); SetSkill( SkillName.Anatomy, 90.1, 100.0 ); Fame = 5000; Karma = -1000; }
public override void InitOutfit() { AddItem( new PlateChest() ); AddItem( new PlateArms() ); AddItem( new PlateGloves() ); AddItem( new PlateLegs() ); 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 ); Bardiche weapon = new Bardiche(); weapon.Movable = false; AddItem( weapon ); }
public void MakeBardiche(Mobile from) { Bardiche weapon = new Bardiche(); weapon.NewCrafting = true; weapon.QualityDamage = m_Hilt.GetDamageBonus() / 2 + m_Blade.Damage; weapon.QualitySpeed = m_Hilt.GetSpeedBonus() / 2 + m_Blade.Speed; weapon.QualityAccuracy = m_Hilt.GetHitChanceBonus() / 2 + m_Blade.Attack; weapon.QualityDefense = m_Hilt.GetHitChanceBonus() / 2 + m_Blade.Defense; weapon.Resource = m_Blade.Resource; int quality = (int)(m_Blade.Durability * 0.4 + m_Hilt.MaxHitPoints * 0.6); weapon.MaxHitPoints = quality; weapon.HitPoints = quality; weapon.Crafter = from; weapon.CraftersOriginalName = from.Name; quality = (int)(m_Blade.Quality * 0.6 + ((int)m_Hilt.Quality * 50) * 0.4); if (quality == 500) weapon.Quality = WeaponQuality.Legendary; if (quality < 500) weapon.Quality = WeaponQuality.Masterwork; if (quality < 450) weapon.Quality = WeaponQuality.Illustrious; if (quality < 400) weapon.Quality = WeaponQuality.Extraordinary; if (quality < 350) weapon.Quality = WeaponQuality.Remarkable; if (quality < 300) weapon.Quality = WeaponQuality.Exceptional; if (quality < 250) weapon.Quality = WeaponQuality.Superior; if (quality < 200) weapon.Quality = WeaponQuality.Regular; if (quality < 150) weapon.Quality = WeaponQuality.Inferior; if (quality < 100) weapon.Quality = WeaponQuality.Low; if (quality < 50) weapon.Quality = WeaponQuality.Poor; weapon.BetaNerf = true; weapon.InvalidateProperties(); from.AddToBackpack(weapon); weapon.AddItem(m_Blade); weapon.AddItem(m_Hilt); }
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 static string MakeThisTask() { string task = null; switch (Utility.RandomMinMax(1, 10)) { case 1: task = "Repair"; break; case 2: task = "Fix"; break; case 3: task = "Buff"; 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 = "Smooth the dents from"; break; case 10: task = "Remove the dents from"; break; } Item item = null; switch (Utility.RandomMinMax(1, 79)) { case 1: item = new AssassinSpike(); break; case 2: item = new Axe(); break; case 3: item = new Bardiche(); break; case 4: item = new Bascinet(); break; case 5: item = new BattleAxe(); break; case 6: item = new BoneHarvester(); break; case 7: item = new Broadsword(); break; case 8: item = new BronzeShield(); break; case 9: item = new Buckler(); break; case 10: item = new ButcherKnife(); break; case 11: item = new ChainChest(); break; case 12: item = new ChainCoif(); break; case 13: item = new ChainLegs(); break; case 14: item = new ChampionShield(); break; case 15: item = new Cleaver(); break; case 16: item = new CloseHelm(); break; case 17: item = new CloseHelm(); break; case 18: item = new CrescentBlade(); break; case 19: item = new CrestedShield(); break; case 20: item = new Cutlass(); break; case 21: item = new Dagger(); break; case 22: item = new DarkShield(); break; case 23: item = new DiamondMace(); break; case 24: item = new DoubleAxe(); break; case 25: item = new DoubleBladedStaff(); break; case 26: item = new DreadHelm(); break; case 27: item = new ElvenMachete(); break; case 28: item = new ElvenShield(); break; case 29: item = new ElvenSpellblade(); break; case 30: item = new ExecutionersAxe(); break; case 31: item = new FemalePlateChest(); break; case 32: item = new GuardsmanShield(); break; case 33: item = new Halberd(); break; case 34: item = new HammerPick(); break; case 35: item = new HeaterShield(); break; case 36: item = new Helmet(); break; case 37: item = new Helmet(); break; case 38: item = new JeweledShield(); break; case 39: item = new Katana(); break; case 40: item = new Kryss(); break; case 41: item = new Lance(); break; case 42: item = new LargeBattleAxe(); break; case 43: item = new Leafblade(); break; case 44: item = new Longsword(); break; case 45: item = new Mace(); break; case 46: item = new Maul(); break; case 47: item = new MetalKiteShield(); break; case 48: item = new MetalShield(); break; case 49: item = new NorseHelm(); break; case 50: item = new NorseHelm(); break; case 51: item = new OrnateAxe(); break; case 52: item = new Pickaxe(); break; case 53: item = new Pike(); break; case 54: item = new Pitchfork(); break; case 55: item = new PlateArms(); break; case 56: item = new PlateChest(); break; case 57: item = new PlateGloves(); break; case 58: item = new PlateGorget(); break; case 59: item = new PlateHelm(); break; case 60: item = new PlateHelm(); break; case 61: item = new PlateLegs(); break; case 62: item = new RadiantScimitar(); break; case 63: item = new RingmailArms(); break; case 64: item = new RingmailChest(); break; case 65: item = new RingmailGloves(); break; case 66: item = new RingmailLegs(); break; case 67: item = new RuneBlade(); break; case 68: item = new Scimitar(); break; case 69: item = new Scythe(); break; case 70: item = new ShortSpear(); break; case 71: item = new SkinningKnife(); break; case 72: item = new Spear(); break; case 73: item = new ThinLongsword(); break; case 74: item = new TwoHandedAxe(); break; case 75: item = new VikingSword(); break; case 76: item = new WarAxe(); break; case 77: item = new WarCleaver(); break; case 78: item = new WarHammer(); break; case 79: item = new WarMace(); break; } if (Utility.RandomMinMax(1, 5) == 1) { 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; } task = task + " their " + name; } else { string[] sMetals = new string[] { "iron ", "dull copper ", "shadow iron ", "copper ", "bronze ", "gold ", "agapite ", "verite ", "valorite ", "nepturite ", "obsidian ", "steel ", "brass ", "mithril ", "xormite ", "dwarven " }; string sMetal = sMetals[Utility.RandomMinMax(0, (sMetals.Length - 1))]; string name = "item"; if (item.Name != null && item.Name != "") { name = item.Name.ToLower(); } if (name == "item") { name = MorphingItem.AddSpacesToSentence((item.GetType()).Name).ToLower(); } task = task + " their " + sMetal + name; } item.Delete(); return(task); }
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 SpawnHelperMage() : base( AIType.AI_Mage, FightMode.Closest, 25, 1, 0.4, 0.3 ) { Title = "[BEC-Mage]"; if ( Female = Utility.RandomBool() ) { Body = 401; Name = NameList.RandomName( "female" ); } else { Body = 400; Name = NameList.RandomName( "male" ); } // Name.Hue = 2002; // Title.Hue = 2002; SetStr(100, 150); SetDex(100, 150); SetInt(250, 500); ActiveSpeed = 0.2; PassiveSpeed = 0; SetHits(200, 300); // SetDamage(12, 19); SetDamageType(ResistanceType.Physical, 120); SetResistance(ResistanceType.Physical, 65, 80); SetResistance(ResistanceType.Fire, 65, 80); SetResistance(ResistanceType.Cold, 65, 80); SetResistance(ResistanceType.Poison, 65, 80); SetResistance(ResistanceType.Energy, 65, 80); SetSkill(SkillName.Swords, 89.0, 120.0); SetSkill(SkillName.Tactics, 89.0, 120.0); SetSkill(SkillName.MagicResist, 89.0, 120.0); SetSkill(SkillName.Tactics, 89.0, 120.0); SetSkill(SkillName.Parry, 89.0, 120.0); SetSkill(SkillName.Anatomy, 85.0, 120.0); SetSkill(SkillName.Healing, 85.0, 120.0); SetSkill(SkillName.Magery, 99.0, 120.0); SetSkill(SkillName.EvalInt, 99.0, 120.0); SetSkill(SkillName.Poisoning, 85.0, 100.0); Fame = 18000; Karma = 10000; VirtualArmor = 50; switch (Utility.Random(4)) { case 0: BattleAxe weapona = new BattleAxe(); weapona.Hue = 2063; weapona.LootType = LootType.Newbied; weapona.Attributes.SpellChanneling = 1; weapona.WeaponAttributes.HitLeechMana = 60; weapona.Movable = false; AddItem( weapona ); break; case 1: Axe weaponb = new Axe(); weaponb.Hue = 2063; weaponb.LootType = LootType.Newbied; weaponb.Attributes.SpellChanneling = 1; weaponb.WeaponAttributes.HitLeechMana = 60; weaponb.Movable = false; AddItem( weaponb ); break; case 2: Bardiche weaponc = new Bardiche(); weaponc.Hue = 2063; weaponc.LootType = LootType.Newbied; weaponc.Attributes.SpellChanneling = 1; weaponc.WeaponAttributes.HitLeechMana = 60; weaponc.Movable = false; AddItem( weaponc ); break; case 3: Hatchet weapond = new Hatchet(); weapond.Hue = 2063; weapond.LootType = LootType.Newbied; weapond.Attributes.SpellChanneling = 1; weapond.WeaponAttributes.HitLeechMana = 60; weapond.Movable = false; AddItem( weapond ); break; } Item Robe = new Robe( ); Robe.Name = "Britania Electric Co."; Robe.Movable = false; Robe.Hue = 1109; AddItem( Robe ); switch (Utility.Random(3)) { case 0: AddItem( new LongPants(1050)); break; case 1: Item LegsOfBane = new LeggingsOfBane(); LegsOfBane.Hue = 1269; LegsOfBane.LootType = LootType.Newbied; LegsOfBane.Movable = false; AddItem( LegsOfBane ); break; case 2: break; } switch (Utility.Random(3)) { case 0: AddItem( new Boots() ); break; case 1: Item Sandals = new Sandals(); Sandals.Hue = 1195; Sandals.LootType = LootType.Blessed; Sandals.Movable = false; AddItem( Sandals ); break; case 2: break; } Item PlateHelm = new PlateHelm(); PlateHelm.Hue = 2063; PlateHelm.LootType = LootType.Newbied; PlateHelm.Movable = false; AddItem( PlateHelm ); switch (Utility.Random(3)) { case 0: AddItem( new LeatherGloves() ); break; case 1: break; case 2: break; } AddItem( new Shirt(743) ); Utility.AssignRandomHair( this ); for (int i = 0; i < 10; i++) { PackItem( new GreaterCurePotion() ); PackItem( new GreaterHealPotion() ); PackItem( new TotalRefreshPotion() ); } PackItem(new Bandage(Utility.RandomMinMax(80, 200))); Horse ns = new Horse(); ns.Controlled = true; ns.Hue = 2063; ns.ControlMaster = this; ns.ControlOrder = OrderType.Stay; ns.Rider = this; }