private static void AddHair(Mobile m, int itemID, int hue) { Item item; switch (itemID & 0x3FFF) { case 0x2044: item = new Mohawk(hue); break; case 0x2045: item = new PageboyHair(hue); break; case 0x2046: item = new BunsHair(hue); break; case 0x2047: item = new Afro(hue); break; case 0x2048: item = new ReceedingHair(hue); break; case 0x2049: item = new TwoPigTails(hue); break; case 0x204A: item = new KrisnaHair(hue); break; case 0x203B: item = new ShortHair(hue); break; case 0x203C: item = new LongHair(hue); break; case 0x203D: item = new PonyTail(hue); break; default: return; } m.AddItem(item); }
static void Main(string[] args) { Hair longHair = new LongHair(); var ahmed = new Child(longHair, "ahmed", 10); ahmed.Display(); longHair = new ShortHair(); ahmed.SetHairCut(longHair); ahmed.Display(); }
public Santa() : base(AIType.AI_Mage, FightMode.Agressor, 10, 1, 0.45, 0.8) { Female = false; Body = 400; Title = ""; Name = "Santa"; Hue = 0x83ea; SetStr(150, 250); SetDex(91, 115); SetInt(500, 1000); Karma = +125; SetSkill(SkillName.Tactics, 65, 87.5); SetSkill(SkillName.MagicResist, 75, 97.5); SetSkill(SkillName.Parry, 65, 87.5); SetSkill(SkillName.Magery, 95.1, 105.0); SetSkill(SkillName.Wrestling, 20.2, 60); VirtualArmor = 30; SetDamage(3, 12); Item item = null; item = new ShortHair(); item.Hue = 0x47E; AddItem(item); item = new MediumShortBeard(); item.Hue = 0x47E; AddItem(item); item = new LeatherGloves(); item.Hue = 0x455; AddItem(item); AddItem(new FancyShirt(0x26)); AddItem(new LongPants(0x26)); AddItem(new Boots()); LootPack.Average.Generate(this); }
public virtual Item AddRandomHair() { Item hair = null; switch (Utility.Random(8)) { case 0: AddItem(hair = new Afro()); break; case 1: AddItem(hair = new KrisnaHair()); break; case 2: AddItem(hair = new PageboyHair()); break; case 3: AddItem(hair = new PonyTail()); break; case 4: AddItem(hair = new ReceedingHair()); break; case 5: AddItem(hair = new TwoPigTails()); break; case 6: AddItem(hair = new ShortHair()); break; case 7: AddItem(hair = new LongHair()); break; } return(hair); }
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 Death() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Death"; Title = " The 4th Horseman"; Body = 400; SpeechHue = 2128; Hue = 161; VirtualArmor = 45; Kills = 10; SetStr(125); SetDex(251); SetInt(130); SetHits(12000); SetDamage(25, 45); SetDamageType(ResistanceType.Poison, 100); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 45, 55); SetResistance(ResistanceType.Cold, 45, 55); SetResistance(ResistanceType.Energy, 45, 55); SetResistance(ResistanceType.Poison, 100); SetSkill(SkillName.Wrestling, 85.0, 92.5); SetSkill(SkillName.Tactics, 78.5, 87.2); SetSkill(SkillName.Anatomy, 68.7, 85.6); SetSkill(SkillName.Fencing, 92.5, 95.6); Fame = 0; Karma = -10000; Item Weapon = new ScytheOfDeath(); Weapon.Movable = false; AddItem(Weapon); // PackItem(new MasterCoin(40)); VirtualArmor = 30; new PaleHorse().Rider = this; Item apron = new HalfApron(161); apron.Movable = false; AddItem(apron); Item hair = new ShortHair(161); hair.Movable = false; AddItem(hair); Item shoes = new Sandals(161); shoes.Movable = false; AddItem(shoes); Item mask = new OrcishKinMask(161); mask.Movable = false; AddItem(mask); Item robe = new Robe(161); robe.Movable = false; AddItem(robe); Item gloves = new LeatherGloves(); gloves.Movable = false; gloves.Hue = 161; AddItem(gloves); Item gorget = new LeatherGorget(); gorget.Movable = false; gorget.Hue = 161; AddItem(gorget); }
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); } } }