private static void AddBeard(Mobile m, int itemID, int hue) { if (m.Female) { return; } Item item; switch (itemID & 0x3FFF) { case 0x203E: item = new LongBeard(hue); break; case 0x203F: item = new ShortBeard(hue); break; case 0x2040: item = new Goatee(hue); break; case 0x2041: item = new Mustache(hue); break; case 0x204B: item = new MediumShortBeard(hue); break; case 0x204C: item = new MediumLongBeard(hue); break; case 0x204D: item = new Vandyke(hue); break; default: return; } m.AddItem(item); }
public virtual Item AddRandomFacialHair(int hairHue) { Item hair = null; switch (Utility.Random(5)) { case 0: AddItem(hair = new LongBeard(hairHue)); break; case 1: AddItem(hair = new MediumLongBeard(hairHue)); break; case 2: AddItem(hair = new Vandyke(hairHue)); break; case 3: AddItem(hair = new Mustache(hairHue)); break; case 4: AddItem(hair = new Goatee(hairHue)); break; } return(hair); }
public DwarvenChampion() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("dwarfmale"); Title = "the Champion"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Body = 0x190; Level = 10; new RidableLlama().Rider = this; LongBeard facialhair = new LongBeard(Utility.RandomDyedHue()); facialhair.Movable = false; AddItem(facialhair); PlateChest chest = new PlateChest(); chest.Hue = 0x8AF; chest.Movable = false; AddItem(chest); PlateArms arms = new PlateArms(); arms.Hue = 0x8AF; arms.Movable = false; AddItem(arms); PlateGloves gloves = new PlateGloves(); gloves.Hue = 0x8AF; gloves.Movable = false; AddItem(gloves); PlateGorget gorget = new PlateGorget(); gorget.Hue = 0x8AF; gorget.Movable = false; AddItem(gorget); PlateLegs legs = new PlateLegs(); legs.Hue = 0x8AF; legs.Movable = false; AddItem(legs); NorseHelm helm = new NorseHelm(); helm.Hue = 0x8AF; helm.Movable = false; AddItem(helm); Cloak cloak = new Cloak(); cloak.Hue = 0x8B0; cloak.Movable = false; AddItem(cloak); PackGold(10, 17); SetSkill(SkillName.MagicResist, 80.0, 99.5); SetSkill(SkillName.Swords, 90.0, 102.5); SetSkill(SkillName.Tactics, 85.0, 97.5); SetSkill(SkillName.Wrestling, 65.0, 77.5); SetStr(456, 530); SetDex(191, 255); SetInt(141, 165); SetHits(470, 580); SetDamage(11, 17); SetResistance(ResistanceType.Physical, 10, 25); SetResistance(ResistanceType.Fire, 10, 25); SetResistance(ResistanceType.Energy, 10, 25); SetResistance(ResistanceType.Cold, 10, 25); SetResistance(ResistanceType.Poison, 20, 30); Karma = 5000; Fame = 5000; switch (Utility.Random(5)) { case 0: AddItem(new BattleAxe()); break; case 1: AddItem(new LargeBattleAxe()); break; case 2: AddItem(new TwoHandedAxe()); break; case 3: AddItem(new Axe()); break; case 4: AddItem(new DoubleAxe()); break; } }
public DwarvenWarrior() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("dwarfmale"); Title = "the Warrior"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Body = 0x190; Level = 7; LongBeard facialhair = new LongBeard(Utility.RandomDyedHue()); facialhair.Movable = false; AddItem(facialhair); PlateChest chest = new PlateChest(); chest.Hue = 0x966; chest.Movable = false; AddItem(chest); PlateArms arms = new PlateArms(); arms.Hue = 0x966; arms.Movable = false; AddItem(arms); PlateGloves gloves = new PlateGloves(); gloves.Hue = 0x966; gloves.Movable = false; AddItem(gloves); PlateGorget gorget = new PlateGorget(); gorget.Hue = 0x966; gorget.Movable = false; AddItem(gorget); PlateLegs legs = new PlateLegs(); legs.Hue = 0x966; legs.Movable = false; AddItem(legs); NorseHelm helm = new NorseHelm(); helm.Hue = 0x966; helm.Movable = false; AddItem(helm); Cloak cloak = new Cloak(); cloak.Hue = 0x966; cloak.Movable = false; AddItem(cloak); PackGold(6, 8); SetSkill(SkillName.MagicResist, 50.0, 61.5); SetSkill(SkillName.Swords, 70.0, 90.5); SetSkill(SkillName.Tactics, 65.0, 87.5); SetSkill(SkillName.Wrestling, 25.0, 47.5); SetStr(106, 150); SetDex(91, 125); SetInt(41, 65); SetHits(140, 180); SetDamage(9, 16); Karma = 1000; Fame = 1000; switch (Utility.Random(5)) { case 0: AddItem(new BattleAxe()); break; case 1: AddItem(new LargeBattleAxe()); break; case 2: AddItem(new TwoHandedAxe()); break; case 3: AddItem(new Axe()); break; case 4: AddItem(new DoubleAxe()); break; } }
public override void InitOutfit() { WipeLayers(); if (Core.UOAI || Core.UOAR) { AddItem(new Sandals()); Item EvilMageRobe = new Robe(); EvilMageRobe.Hue = 0x1; EvilMageRobe.LootType = LootType.Newbied; AddItem(EvilMageRobe); Item BDB = new BloodDrenchedBandana(); BDB.LootType = LootType.Newbied; AddItem(BDB); Item Cloak = new Cloak(); Cloak.Hue = 0x1; Cloak.LootType = LootType.Newbied; AddItem(Cloak); Item Bracelet = new GoldBracelet(); Bracelet.LootType = LootType.Newbied; AddItem(Bracelet); Item Ring = new GoldRing(); Ring.LootType = LootType.Newbied; AddItem(Ring); Item hair = new LongHair(); hair.Hue = 0x47E; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item beard = new Goatee(); beard.Hue = 0x47E; beard.Movable = false; AddItem(beard); } else { if (Blackthorns_Revenge == false) { // not Todd's graphics, so we need to dress AddItem(new Robe(Utility.RandomRedHue())); // TODO: Proper hue // Don't think we should drop the sandals .. stratics is unclear when it comes to clothes. // http://web.archive.org/web/20020207054748/uo.stratics.com/hunters/evilmage.shtml // Red Robe: 0 to 50 Gold, Scrolls (circles 1-7), Reagents /*Sandals shoes = new Sandals(); * if (Core.UOSP || Core.UOMO) * shoes.LootType = LootType.Newbied; * AddItem(shoes);*/ /* Publish 4 * Shopkeeper Changes * NPC shopkeepers will no longer have colored sandals. Evil NPC Mages will carry these items. */ if (Core.Publish >= 4) { // http://forums.uosecondage.com/viewtopic.php?f=8&t=22266 // runuo.com/community/threads/evil-mage-hues.91540/ if (0.18 >= Utility.RandomDouble()) { AddItem(new Shoes(Utility.RandomRedHue())); } else { AddItem(new Sandals(Utility.RandomRedHue())); } } else { AddItem(new Sandals()); } } Item hair = null; switch (Utility.Random(4)) { case 0: // bald break; case 1: hair = new ShortHair(); break; case 2: hair = new LongHair(); break; case 3: hair = new ReceedingHair(); break; } if (hair != null) { hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); } Item beard = null; switch (Utility.Random(4)) { case 0: // clean shaven break; case 1: beard = new LongBeard(); break; case 2: beard = new ShortBeard(); break; case 3: beard = new MediumLongBeard(); break; case 4: beard = new MediumShortBeard(); break; } if (beard != null) { beard.Hue = (hair != null) ? hair.Hue : Utility.RandomHairHue(); // do the drapes match the carpet? beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); } } }
public override void InitOutfit() { WipeLayers(); if (Core.UOAI || Core.UOAR) { if (Utility.RandomBool()) { AddItem(new Shoes(Utility.RandomBlueHue())); } else { AddItem(new Sandals(Utility.RandomBlueHue())); } //New Fall Fashions! Item EvilMageRobe = new Robe(); EvilMageRobe.Hue = 0x1; EvilMageRobe.LootType = LootType.Newbied; AddItem(EvilMageRobe); Item EvilWizHat = new WizardsHat(); EvilWizHat.Hue = 0x1; EvilWizHat.LootType = LootType.Newbied; AddItem(EvilWizHat); Item Bracelet = new GoldBracelet(); Bracelet.LootType = LootType.Newbied; AddItem(Bracelet); Item Ring = new GoldRing(); Ring.LootType = LootType.Newbied; AddItem(Ring); Item hair = new LongHair(); hair.Hue = 0x47E; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item beard = new MediumLongBeard(); beard.Hue = 0x47E; beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); } else { if (Blackthorns_Revenge == false) { // not Todd's graphocs, so we dress // evil mage lord colors 1106 1109 AddItem(new Robe(Utility.Random(1106, 4))); // Don't think we should drop the sandals .. stratics is unclear when it comes to clothes. // http://web.archive.org/web/20020414131123/uo.stratics.com/hunters/evilmagelord.shtml // Blue Robe: 200 to 250 Gold, Gems, Scrolls (circles 4-7), Reagents /*Sandals shoes = new Sandals(); * if (Core.UOSP || Core.UOMO) * shoes.LootType = LootType.Newbied; * AddItem(shoes);*/ /* Publish 8 * Shopkeeper Changes * NPC shopkeepers will no longer have colored sandals. Evil NPC Mages will carry these items. */ if (Core.Publish >= 4) { // http://forums.uosecondage.com/viewtopic.php?f=8&t=22266 // runuo.com/community/threads/evil-mage-hues.91540/ if (0.20 >= Utility.RandomDouble()) { AddItem(new Shoes(Utility.RandomBlueHue())); } else { AddItem(new Sandals(Utility.RandomBlueHue())); } } else { AddItem(new Sandals()); } } Item hair = null; switch (Utility.Random(4)) { case 0: // bald break; case 1: hair = new ShortHair(); break; case 2: hair = new LongHair(); break; case 3: hair = new ReceedingHair(); break; } if (hair != null) { hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); } Item beard = null; switch (Utility.Random(4)) { case 0: // clean shaven break; case 1: beard = new LongBeard(); break; case 2: beard = new ShortBeard(); break; case 3: beard = new MediumLongBeard(); break; case 4: beard = new MediumShortBeard(); break; } if (beard != null) { beard.Hue = (hair != null) ? hair.Hue : Utility.RandomHairHue(); // do the drapes match the carpet? beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); } } }