Esempio n. 1
0
        public SkeletalSoldier()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name = "a skeletal soldier";
            Body = 147;
            BaseSoundID = 451;

            SetStr( 96, 120 );
            SetDex( 56, 65 );
            SetInt( 35 );

            SetHits( 288, 295 );

            SetDamage( 14, 16 );

            SetDamageType( ResistanceType.Slashing, 40 );
            SetDamageType( ResistanceType.Cold, 60 );

            SetResistance( ResistanceType.Blunt, 25, 30 );
            SetResistance( ResistanceType.Piercing, 40, 50 );
            SetResistance( ResistanceType.Slashing, 40, 50 );
            SetResistance( ResistanceType.Fire, 20, 30 );
            SetResistance( ResistanceType.Cold, 50, 60 );
            SetResistance( ResistanceType.Poison, 100 );
            SetResistance( ResistanceType.Energy, 30, 40 );

            SetSkill( SkillName.MagicResist, 65.1, 80.0 );
            SetSkill( SkillName.Tactics, 85.1, 100.0 );
            SetSkill( SkillName.UnarmedFighting, 85.1, 95.0 );

            Fame = 6000;
            Karma = -6000;

            VirtualArmor = 60;

            PackItem( new Bone( 5 ) );

            Shortsword shortsword = new Shortsword();

            shortsword.HitPoints = 5;
            shortsword.MaxHitPoints = 5;
            shortsword.Hue = 2964;
            shortsword.Name = "rusty shortsword";

            PackItem( shortsword );

            Buckler buckler = new Buckler();

            buckler.HitPoints = 5;
            buckler.MaxHitPoints = 5;
            buckler.Hue = 2964;
            buckler.Name = "rusty buckler";

            PackItem( buckler );
        }
Esempio n. 2
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        public TavaraSewel()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            this.Title = "the Cursed";

            this.Hue = 0x8838;
            this.Female = true;
            this.Body = 0x191;
            this.Name = "Tavara Sewel";

            this.AddItem(new Kilt(0x59C));
            this.AddItem(new Sandals(0x599));

            Kryss kryss = new Kryss();
            Buckler buckler = new Buckler();
            RingmailGloves gloves = new RingmailGloves();
            FemalePlateChest chest = new FemalePlateChest();

            kryss.Hue = 0x96F;
            kryss.Movable = false;
            buckler.Hue = 0x96F;
            buckler.Movable = false;
            gloves.Hue = 0x599;
            chest.Hue = 0x96F;

            this.AddItem(kryss);
            this.AddItem(buckler);
            this.AddItem(gloves);
            this.AddItem(chest);

            this.SetStr(111, 120);
            this.SetDex(111, 120);
            this.SetInt(111, 120);

            this.SetHits(180, 207);
            this.SetStam(126, 150);
            this.SetMana(0);

            this.SetDamage(13, 16);

            this.SetResistance(ResistanceType.Physical, 25, 30);
            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.Fencing, 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;
        }
Esempio n. 3
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        public SpectralArmour()
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            this.Body = 637;
            this.Hue = 0x8026;
            this.Name = "spectral armour";

            Buckler buckler = new Buckler();
            ChainCoif coif = new ChainCoif();
            PlateGloves gloves = new PlateGloves();

            buckler.Hue = 0x835;
            buckler.Movable = false;
            coif.Hue = 0x835;
            gloves.Hue = 0x835;

            this.AddItem(buckler);
            this.AddItem(coif);
            this.AddItem(gloves);

            this.SetStr(101, 110);
            this.SetDex(101, 110);
            this.SetInt(101, 110);

            this.SetHits(178, 201);
            this.SetStam(191, 200);

            this.SetDamage(10, 22);

            this.SetDamageType(ResistanceType.Physical, 75);
            this.SetDamageType(ResistanceType.Cold, 25);

            this.SetResistance(ResistanceType.Physical, 35, 45);
            this.SetResistance(ResistanceType.Fire, 20, 30);
            this.SetResistance(ResistanceType.Cold, 30, 40);
            this.SetResistance(ResistanceType.Poison, 20, 30);
            this.SetResistance(ResistanceType.Energy, 20, 30);

            this.SetSkill(SkillName.Wrestling, 75.1, 100.0);
            this.SetSkill(SkillName.Tactics, 90.1, 100.0);
            this.SetSkill(SkillName.MagicResist, 90.1, 100);

            this.VirtualArmor = 40;
            this.Fame = 7000;
            this.Karma = -7000;
        }
Esempio n. 4
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		public TavaraSewel () : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Title = "the Cursed";

			Hue = 0x8838;
			Female = true;
			Body = 0x191;

			AddItem( Immovable(new Kilt( 0x59C )) );
			AddItem( Immovable(new Sandals( 0x599 )) );

			Kryss kryss = new Kryss();
			Buckler buckler = new Buckler();
			RingmailGloves gloves = new RingmailGloves();
			FemalePlateChest chest = new FemalePlateChest();

			kryss.Hue = 0x96F;
			buckler.Hue = 0x96F;
			gloves.Hue = 0x599;
			chest.Hue = 0x96F;

			AddItem( Immovable(kryss));
			AddItem(Immovable( buckler) );
			AddItem( Immovable(gloves) );
			AddItem( Immovable(chest) );

			SetStr( 111, 120 );
			SetDex( 111, 120 );
			SetInt( 111, 120 );

			SetHits( 180, 207 );
			SetStam( 126, 150 );
			SetMana( 0 );

			SetDamage( 13, 16 );

			SetSkill( SkillName.Fencing, 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;
		}
Esempio n. 5
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        protected override void OnTarget(Mobile from, object target)
        {
            if (target is Candle)
            {
                Item candle = (Item)target;

                if (candle.RootParent != from)
                {
                    from.SendMessage("You cannot convert that there!");
                }
                else
                {
                    BaseArmor shield = new Buckler();
                    shield.ItemID   = candle.ItemID;
                    shield.Name     = candle.Name;
                    shield.Hue      = candle.Hue;
                    shield.LootType = candle.LootType;

                    shield.Attributes.SpellChanneling = 1;
                    shield.PoisonBonus  = -1;
                    shield.MaxHitPoints = 255;
                    shield.HitPoints    = 255;

                    if (candle.Insured)
                    {
                        shield.Insured = true;
                    }



                    from.AddToBackpack(shield);
                    candle.Delete();
                    from.SendMessage("You magically convert the candle into a candle-shield....");

                    m_Deed.Delete();
                }
            }
            else
            {
                from.SendMessage("That is not a candle.");
            }
        }
Esempio n. 6
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        protected override void OnTarget(Mobile from, object target)
        {
            if (target is Lantern)
            {
                Item lantern = (Item)target;

                if (lantern.RootParent != from)
                {
                    from.SendMessage("The lantern must be with you!");
                }
                else
                {
                    BaseArmor shield = new Buckler();
                    shield.ItemID   = lantern.ItemID;
                    shield.Name     = lantern.Name;
                    shield.Hue      = lantern.Hue;
                    shield.LootType = lantern.LootType;

                    shield.Attributes.SpellChanneling = 1;
                    shield.PoisonBonus  = -1;
                    shield.MaxHitPoints = 255;
                    shield.HitPoints    = 255;

                    if (lantern.Insured)
                    {
                        shield.Insured = true;
                    }



                    from.AddToBackpack(shield);
                    lantern.Delete();
                    from.SendMessage("You magically convert the lantern into a lantern-shield...");

                    m_Deed.Delete();
                }
            }
            else
            {
                from.SendMessage("That is not a lantern.");
            }
        }
Esempio n. 7
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		public SpectralArmour() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Body = 637;
			Hue = 0x8026;

		    Alignment = Alignment.Undead;

			Buckler buckler = new Buckler();
			ChainCoif coif = new ChainCoif();
			PlateGloves gloves = new PlateGloves();

			buckler.Hue = 0x835;
			buckler.Movable = false;
			coif.Hue = 0x835;
			gloves.Hue = 0x835;

			AddItem( Immovable(buckler) );
			AddItem( Immovable(coif) );
			AddItem( Immovable(gloves) );

			SetStr( 101, 110 );
			SetDex( 101, 110 );
			SetInt( 101, 110 );

			SetHits( 178, 201 );
			SetStam( 191, 200 );

			SetDamage( 10, 22 );			

			SetSkill( SkillName.Wrestling, 75.1, 100.0 );
			SetSkill( SkillName.Tactics, 90.1, 100.0 );
			SetSkill( SkillName.MagicResist, 90.1, 100 );

			VirtualArmor = 40;
			Fame = 7000;
			Karma = -7000;
		}
Esempio n. 8
0
        public static void EquipInsularii(Armament a, Mobile m)
        {
            if (a == Armament.LightCavalry)
                a = (Armament)1;
            else if (a == Armament.HeavyCavalry)
                a = (Armament)3;

            switch (a)
            {
                case Armament.Light:
                    {
                        MaleDress dress = new MaleDress();
                        dress.Name = "A Ceremonial Robe";
                        dress.Layer = Layer.InnerTorso;
                        dress.Hue = 2990;

                        PlateArms arms = new PlateArms();
                        arms.Resource = CraftResource.Bronze;
                        arms.Hue = 2990;

                        ElegantDoublet doub = new ElegantDoublet();
                        doub.Name = "A Ceremonial Tunic";
                        doub.Hue = 2707;

                        KhemetarRogueTurban gorget = new KhemetarRogueTurban();
                        gorget.Hue = 2990;

                        PlateGloves gloves = new PlateGloves();
                        gloves.Resource = CraftResource.Bronze;
                        gloves.Hue = 2990;

                        HardenedThighBoots boots = new HardenedThighBoots();
                        boots.Resource = CraftResource.BeastLeather;
                        boots.Hue = 2990;

                        BeltPouch belt = new BeltPouch();
                        belt.Hue = 2990;

                        FancyGlasses glasses = new FancyGlasses();
                        glasses.Hue = 2707;

                        m.EquipItem(dress);
                        m.EquipItem(arms);
                        m.EquipItem(doub);
                        m.EquipItem(gorget);
                        m.EquipItem(gloves);
                        m.EquipItem(boots);
                        m.EquipItem(belt);
                        m.EquipItem(glasses);

                        Shortsword ss = new Shortsword();
                        ss.Resource = CraftResource.Iron;
                        m.EquipItem(ss);

                        Buckler shield = new Buckler();
                        shield.Resource = CraftResource.Bronze;
                        shield.Hue = 2707;
                        m.EquipItem(shield);

                        break;
                    }
                case Armament.Medium:
                    {
                        MaleDress dress = new MaleDress();
                        dress.Name = "A Ceremonial Robe";
                        dress.Layer = Layer.InnerTorso;
                        dress.Hue = 2990;

                        PlateArms arms = new PlateArms();
                        arms.Resource = CraftResource.Bronze;
                        arms.Hue = 2990;

                        ElegantDoublet doub = new ElegantDoublet();
                        doub.Name = "A Ceremonial Tunic";
                        doub.ItemID = 15502;
                        doub.Hue = 2707;

                        KhemetarRogueTurban gorget = new KhemetarRogueTurban();
                        gorget.Layer = Layer.Neck;
                        gorget.Hue = 2990;

                        PlateGloves gloves = new PlateGloves();
                        gloves.Resource = CraftResource.Bronze;
                        gloves.Hue = 2990;

                        HardenedThighBoots boots = new HardenedThighBoots();
                        boots.Resource = CraftResource.BeastLeather;
                        boots.Hue = 2990;

                        TyreanHornedPlateHelm helm = new TyreanHornedPlateHelm();
                        helm.Resource = CraftResource.Bronze;
                        helm.Name = "A Horned Helmet";
                        helm.Hue = 2990;

                        BeltPouch belt = new BeltPouch();
                        belt.Hue = 2990;

                        FancyGlasses glasses = new FancyGlasses();
                        glasses.Hue = 2707;

                        m.EquipItem(dress);
                        m.EquipItem(arms);
                        m.EquipItem(doub);
                        m.EquipItem(gorget);
                        m.EquipItem(gloves);
                        m.EquipItem(boots);
                        m.EquipItem(helm);
                        m.EquipItem(belt);
                        m.EquipItem(glasses);

                        Machete ss = new Machete();
                        ss.Resource = CraftResource.Iron;
                        m.EquipItem(ss);

                        MetalShield shield = new MetalShield();
                        shield.Resource = CraftResource.Bronze;
                        shield.Hue = 2707;
                        m.EquipItem(shield);

                        break;
                    }
                case Armament.Heavy:
                    {
                        MaleDress dress = new MaleDress();
                        dress.Name = "A Ceremonial Robe";
                        dress.Layer = Layer.InnerTorso;
                        dress.Hue = 2707;

                        TyreanHalfPlateChest chest = new TyreanHalfPlateChest();
                        chest.Name = "A Ceremonial Breastplate";
                        chest.Layer = Layer.MiddleTorso;
                        chest.Hue = 2990;

                        PlateArms arms = new PlateArms();
                        arms.Resource = CraftResource.Bronze;
                        arms.Hue = 2990;

                        LargeScarf gorget = new LargeScarf();
                        gorget.Layer = Layer.Neck;
                        gorget.Hue = 2990;

                        PlateGloves gloves = new PlateGloves();
                        gloves.Resource = CraftResource.Bronze;
                        gloves.Hue = 2990;

                        HardenedThighBoots boots = new HardenedThighBoots();
                        boots.Resource = CraftResource.BeastLeather;
                        boots.Hue = 2990;

                        TyreanHornedHelm helm = new TyreanHornedHelm();
                        helm.Resource = CraftResource.Bronze;
                        helm.Name = "A Horned Helmet";
                        helm.Hue = 2707;

                        BeltPouch belt = new BeltPouch();
                        belt.Hue = 2990;

                        FemaleLoinCloth lc = new FemaleLoinCloth();
                        lc.Hue = 2990;
                        lc.Name = "A Ceremonial Loin Cloth";

                        FancyGlasses glasses = new FancyGlasses();
                        glasses.Hue = 2707;

                        m.EquipItem(dress);
                        m.EquipItem(chest);
                        m.EquipItem(arms);
                        m.EquipItem(gorget);
                        m.EquipItem(gloves);
                        m.EquipItem(boots);
                        m.EquipItem(helm);
                        m.EquipItem(belt);
                        m.EquipItem(lc);
                        m.EquipItem(glasses);

                        SerratedSword ss = new SerratedSword();
                        ss.Resource = CraftResource.Iron;
                        m.EquipItem(ss);

                        HeaterShield shield = new HeaterShield();
                        shield.Resource = CraftResource.Iron;
                        shield.Hue = 2990;
                        m.EquipItem(shield);

                        break;
                    }
                case Armament.Ranged:
                    {
                        MaleDress dress = new MaleDress();
                        dress.Name = "A Ceremonial Robe";
                        dress.Layer = Layer.InnerTorso;
                        dress.Hue = 2990;

                        ElegantDoublet doub = new ElegantDoublet();
                        doub.Name = "A Ceremonial Tunic";
                        doub.Hue = 2707;

                        KhemetarRogueTurban gorget = new KhemetarRogueTurban();
                        gorget.Layer = Layer.Neck;
                        gorget.Hue = 2990;

                        FancyGloves gloves = new FancyGloves();
                        gloves.Hue = 2990;

                        HardenedThighBoots boots = new HardenedThighBoots();
                        boots.Resource = CraftResource.BeastLeather;
                        boots.Hue = 2990;

                        KhemetarScaleHelmet helm = new KhemetarScaleHelmet();
                        helm.Resource = CraftResource.Bronze;
                        helm.Name = "A Ceremonial Helmet";
                        helm.Hue = 2990;

                        BeltPouch belt = new BeltPouch();
                        belt.Hue = 2990;

                        FancyGlasses glasses = new FancyGlasses();
                        glasses.Hue = 2707;

                        m.EquipItem(dress);
                        m.EquipItem(doub);
                        m.EquipItem(gorget);
                        m.EquipItem(gloves);
                        m.EquipItem(boots);
                        m.EquipItem(helm);
                        m.EquipItem(belt);
                        m.EquipItem(glasses);

                        AlyrianGiantBow bow = new AlyrianGiantBow();
                        bow.Resource = CraftResource.Oak;

                        m.EquipItem(bow);

                        if (m is BaseCreature)
                        {
                            BaseCreature bc = m as BaseCreature;
                            bc.AI = AIType.AI_Archer;
                            bc.PackItem(new Arrow(Utility.RandomMinMax(35, 55)));
                        }

                        break;
                    }
            }
        }
Esempio n. 9
0
        public static void MimicThem(BaseCreature from, Mobile targ, bool allowskillchanges, bool allowAIchanges)
        {
            if (targ == null)
                return;

            if (from.BodyMod == 0)
            {
                from.BodyMod = targ.Body;
                from.Hue = targ.Hue;

                from.NameMod = targ.Name;
                from.Title = targ.Title;

                from.HairItemID = targ.HairItemID;
                from.FacialHairItemID = targ.FacialHairItemID;

                from.VirtualArmor = targ.VirtualArmor;

                foreach (var item in targ.Items)
                {
                    if (item.Layer != Layer.Backpack && item.Layer != Layer.Mount)
                    {
                        /*
                        We don't dupe armor because the creatures base seed stacks with armor
                        By duping a high resistance player we shoot the creature up into the 100's in res
                        Imagine being the player facing your 400+ HP creature and EVERY attack & spell only deals 1 damage to them.
                        */
                        if (item is BaseShield)
                        {
                            var shieldtomake = new Buckler();
                            shieldtomake.PoisonBonus = 0;
                            shieldtomake.ItemID = item.ItemID;
                            shieldtomake.Hue = item.Hue;
                            shieldtomake.Layer = item.Layer;
                            shieldtomake.Movable = false;
                            shieldtomake.Name = item.Name;
                            from.EquipItem(shieldtomake);
                        }
                        else if (item is BaseWeapon)
                        {
                            var weapontomake = new Broadsword();
                            weapontomake.ItemID = item.ItemID;
                            weapontomake.Hue = item.Hue;
                            weapontomake.Layer = item.Layer;
                            weapontomake.Movable = false;
                            weapontomake.Name = item.Name;

                            var weapon = item as BaseWeapon;
                            weapontomake.Animation = weapon.Animation;
                            weapontomake.HitSound = weapon.HitSound;
                            weapontomake.MissSound = weapon.MissSound;
                            weapontomake.MinDamage = weapon.MinDamage;
                            weapontomake.MaxDamage = weapon.MaxDamage;
                            weapontomake.Speed = weapon.Speed;
                            from.EquipItem(weapontomake);
                        }
                        else
                        {
                            var itemtomake = new Item(item.ItemID);
                            itemtomake.Hue = item.Hue;
                            itemtomake.Layer = item.Layer;
                            itemtomake.Movable = false;
                            itemtomake.Name = item.Name;
                            from.EquipItem(itemtomake);
                        }
                    }
                }

                /*
                Duping skills can mess up the AI.
                What good is trying to melee when you have 0 tactics?
                On the other side, What good is stopping it's attack to try and cast something it can't do?
                The bool allows you to use it as a staff command or spell or make clone creatures that don't run around with the same exact skills as the others.
                */

                if (allowskillchanges)
                    for (var i = 0; i < targ.Skills.Length && i < from.Skills.Length; i++)
                        from.Skills[i].Base = targ.Skills[i].Base;
            }
            else
            {
                from.BodyMod = 0;
                from.Hue = 0;

                from.NameMod = null;
                from.Title = null;

                from.HairItemID = 0;
                from.FacialHairItemID = 0;

                from.VirtualArmor = 0;

                var list = new List<Item>(from.Items);

                foreach (var item in list)
                {
                    if (item != null)
                        item.Delete();
                }

                if (allowskillchanges)
                {
                    for (var i = 0; i < targ.Skills.Length; ++i)
                        from.Skills[i].Base = 50.0;
                }
            }
        }
Esempio n. 10
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		private void CreateClassic()
		{
			m_MoveSound = 821;
			m_CaptureSound = 1094;
			m_DeathSound = 1059;

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

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

			m_Piece.HairItemID = 0x203B; //Short Hair
			m_Piece.HairHue = m_BChessboard.OverrideMinorHue ? Hue : m_BChessboard.HairHue;

			Item item = null;

			item = new ChainChest();
			item.Hue = Hue;
			m_Piece.AddItem( item );

			item = new ChainLegs();
			item.Hue = MinorHue;
			m_Piece.AddItem( item );

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

			item = new Buckler();
			item.Hue = MinorHue;
			m_Piece.AddItem( item );

			item = new Scimitar();
			item.Hue = MinorHue;
			m_Piece.AddItem( item );
		}
        public IguanaCoveTreasureChest1() : base(0xE43)
        {
            Name    = "a treasure chest -40-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 40;
            LockLevel     = 40;
            MaxLockLevel  = 80;

/////////////////////////////////// Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(20, 300)));
            }

/////////////////////////////////////// Supplies

            switch (Utility.Random(19))
            {
            case 0: DropItem(new Board(70)); break;

            case 1: DropItem(new BoltOfCloth(70)); break;

            case 2: DropItem(new Bottle(70)); break;

            case 3: DropItem(new CopperWire(70)); break;

            case 4: DropItem(new Cotton(70)); break;

            case 5: DropItem(new DarkYarn(70)); break;

            case 6: DropItem(new Feather(70)); break;

            case 7: DropItem(new Flax(70)); break;

            case 8: DropItem(new Gears(70)); break;

            case 9: DropItem(new GoldWire(70)); break;

            case 10: DropItem(new IronIngot(70)); break;

            case 11: DropItem(new IronWire(70)); break;

            case 12: DropItem(new Leather(70)); break;

            case 13: DropItem(new LightYarn(70)); break;

            case 14: DropItem(new Shaft(70)); break;

            case 15: DropItem(new SilverWire(70)); break;

            case 16: DropItem(new SpoolOfThread(70)); break;

            case 17: DropItem(new Springs(70)); break;

            case 18: DropItem(new Wool(70)); break;
            }

            switch (Utility.Random(5))
            {
            case 0: DropItem(new ArcaneStone(15)); break;

            case 1: DropItem(new BeetleEgg(15)); break;

            case 2: DropItem(new DragonScale(15)); break;

            case 3: DropItem(new FishScale(15)); break;

            case 4: DropItem(new SerpentScale(15)); break;
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(5, 10);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new SackFlour());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

/////////////////////////////////////// LV 20-30
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(31))
                {
                case 0: weapon = new DoubleAxe(); break;                      // Lv20

                case 1: weapon = new TwoHandedAxe(); break;                   // Lv25

                case 2: weapon = new WarAxe(); break;                         // Lv30

                case 3: weapon = new CompositeBow(); break;                   // Lv20

                case 4: weapon = new EbonyCrossbow(); break;                  // Lv20

                case 5: weapon = new FireBow(); break;                        // Lv25

                case 6: weapon = new GrassBow(); break;                       // Lv25

                case 7: weapon = new IceBow(); break;                         // Lv25

                case 8: weapon = new LightningBow(); break;                   // Lv25

                case 9: weapon = new EbonyWarBow(); break;                    // Lv30

                case 10: weapon = new PistolCrossbow(); break;                // Lv30

                case 11: weapon = new EbonyDualDaggers(); break;              // Lv20

                case 12: weapon = new Tekagi(); break;                        // Lv25

                case 13: weapon = new ElvenSpellblade(); break;               // Lv30

                case 14: weapon = new WarMace(); break;                       // Lv20

                case 15: weapon = new Tessen(); break;                        // Lv25

                case 16: weapon = new HammerPick(); break;                    // Lv30

                case 17: weapon = new Spear(); break;                         // Lv20

                case 18: weapon = new BoneSpear(); break;                     // Lv25

                case 19: weapon = new BubbleStaff(); break;                   // Lv25

                case 20: weapon = new CrystalStaff(); break;                  // Lv25

                case 21: weapon = new EnergyStaff(); break;                   // Lv25

                case 22: weapon = new FireStaff(); break;                     // Lv25

                case 23: weapon = new VineStaff(); break;                     // Lv25

                case 24: weapon = new BlackStaff(); break;                    // Lv30

                case 25: weapon = new VikingSword(); break;                   // Lv20

                case 26: weapon = new Wakizashi(); break;                     // Lv20

                case 27: weapon = new Daisho(); break;                        // Lv30

                case 28: weapon = new EbonyScimitar(); break;                 // Lv30

                case 29: weapon = new RuneBlade(); break;                     // Lv30

                default: weapon = new Longsword(); break;                     // Lv20
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 5, 50);
                DropItem(weapon);
            }

/////////////////////////////////////// LV 18-27
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(18))
                {
                case 0: armor = new HideFemaleChest(); break;                   // Lv18

                case 1: armor = new HideGloves(); break;                        // Lv18

                case 2: armor = new HideGorget(); break;                        // Lv18

                case 3: armor = new HidePants(); break;                         // Lv18

                case 4: armor = new HidePauldrons(); break;                     // Lv18

                case 5: armor = new StuddedDo(); break;                         // Lv21

                case 6: armor = new StuddedHaidate(); break;                    // Lv21

                case 7: armor = new StuddedHiroSode(); break;                   // Lv21

                case 8: armor = new StuddedMempo(); break;                      // Lv21

                case 9: armor = new StuddedSuneate(); break;                    // Lv21

                case 10: armor = new VikingStuddedArms(); break;                // Lv24

                case 11: armor = new VikingStuddedCap(); break;                 // Lv24

                case 12: armor = new VikingStuddedChest(); break;               // Lv24

                case 13: armor = new VikingStuddedLegs(); break;                // Lv24

                case 14: armor = new ChainChest(); break;                       // Lv27

                case 15: armor = new ChainCoif(); break;                        // Lv27

                case 16: armor = new ChainLegs(); break;                        // Lv27

                default: armor = new HideChest(); break;                        // Lv18
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50);
                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 12, 15);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 12, 15);
                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield1 = new Buckler();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50);
                }
                DropItem(shield1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield2 = new WoodenShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50);
                }
                DropItem(shield2);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield3 = new AmmoniteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50);
                }
                DropItem(shield3);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield4 = new BronzeShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50);
                }
                DropItem(shield4);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield5 = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield5, 3, 5, 50);
                }
                DropItem(shield5);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield6 = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield6, 3, 5, 50);
                }
                DropItem(shield6);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 12, 15);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 12, 15);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 12, 15);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 12, 15);
                }
                DropItem(ring);
            }
        }
Esempio n. 12
0
        public MongbatHideoutTreasureChest1() : base(0xE43)
        {
            Name    = "a treasure chest -40-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 40;
            LockLevel     = 40;
            MaxLockLevel  = 80;

/////////////////////////////////// Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(20, 300)));
            }

/////////////////////////////////////// Supplies

            switch (Utility.Random(19))
            {
            case 0: DropItem(new Board(60)); break;

            case 1: DropItem(new BoltOfCloth(60)); break;

            case 2: DropItem(new Bottle(60)); break;

            case 3: DropItem(new CopperWire(60)); break;

            case 4: DropItem(new Cotton(60)); break;

            case 5: DropItem(new DarkYarn(60)); break;

            case 6: DropItem(new Feather(60)); break;

            case 7: DropItem(new Flax(60)); break;

            case 8: DropItem(new Gears(60)); break;

            case 9: DropItem(new GoldWire(60)); break;

            case 10: DropItem(new IronIngot(60)); break;

            case 11: DropItem(new IronWire(60)); break;

            case 12: DropItem(new Leather(60)); break;

            case 13: DropItem(new LightYarn(60)); break;

            case 14: DropItem(new Shaft(60)); break;

            case 15: DropItem(new SilverWire(60)); break;

            case 16: DropItem(new SpoolOfThread(60)); break;

            case 17: DropItem(new Springs(60)); break;

            case 18: DropItem(new Wool(60)); break;
            }

            switch (Utility.Random(5))
            {
            case 0: DropItem(new BeetleEgg(15)); break;

            case 1: DropItem(new FishScale(15)); break;

            case 2: DropItem(new Nirnroot(15)); break;

            case 3: DropItem(new SerpentScale(15)); break;

            case 4: DropItem(new ThunderStone(15)); break;
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(5, 10);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new SackFlour());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(36))
                {
                case 0: weapon = new Hatchet(); break;                     // Lv1

                case 1: weapon = new Axe(); break;                         // Lv5

                case 2: weapon = new BattleAxe(); break;                   // Lv10

                case 3: weapon = new Bow(); break;                         // Lv1

                case 4: weapon = new Crossbow(); break;                    // Lv1

                case 5: weapon = new Balestra(); break;                    // Lv5

                case 6: weapon = new ElvenLeafBow(); break;                // Lv5

                case 7: weapon = new MagicalShortbow(); break;             // Lv10

                case 8: weapon = new RepeatingCrossbow(); break;           // Lv10

                case 9: weapon = new SkinningKnife(); break;               // Lv1

                case 10: weapon = new Cleaver(); break;                    // Lv5

                case 11: weapon = new Dagger(); break;                     // Lv5

                case 12: weapon = new ButcherKnife(); break;               // Lv10

                case 13: weapon = new EbonyDagger(); break;                // Lv10

                case 14: weapon = new Sai(); break;                        // Lv15

                case 15: weapon = new Club(); break;                       // Lv1

                case 16: weapon = new Nunchaku(); break;                   // Lv1

                case 17: weapon = new Mace(); break;                       // Lv5

                case 18: weapon = new Maul(); break;                       // Lv10

                case 19: weapon = new Scepter(); break;                    // Lv15

                case 20: weapon = new Pitchfork(); break;                  // Lv1

                case 21: weapon = new ShortSpear(); break;                 // Lv5

                case 22: weapon = new Pilum(); break;                      // Lv10

                case 23: weapon = new Pike(); break;                       // Lv15

                case 24: weapon = new GnarledStaff(); break;               // Lv1

                case 25: weapon = new ShepherdsCrook(); break;             // Lv1

                case 26: weapon = new QuarterStaff(); break;               // Lv10

                case 27: weapon = new ReptilianStaff(); break;             // Lv15

                case 28: weapon = new Bokuto(); break;                     // Lv1

                case 29: weapon = new BoneHarvester(); break;              // Lv1

                case 30: weapon = new Cutlass(); break;                    // Lv1

                case 31: weapon = new ElvenMachete(); break;               // Lv1

                case 32: weapon = new Kryss(); break;                      // Lv1

                case 33: weapon = new EbonyRapier(); break;                // Lv10

                case 34: weapon = new Scimitar(); break;                   // Lv10

                default: weapon = new Leafblade(); break;                  // Lv1
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

                case 1: weapon.Attributes.DefendChance = Utility.RandomMinMax(1, 5); break;

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                DropItem(weapon);
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(39))
                {
                case 0: armor = new LeatherArms(); break;                       // Lv1

                case 1: armor = new LeatherBustierArms(); break;                // Lv1

                case 2: armor = new LeatherCap(); break;                        // Lv1

                case 3: armor = new LeatherChest(); break;                      // Lv1

                case 4: armor = new LeatherGloves(); break;                     // Lv1

                case 5: armor = new LeatherGorget(); break;                     // Lv1

                case 6: armor = new LeatherLegs(); break;                       // Lv1

                case 7: armor = new LeatherShorts(); break;                     // Lv1

                case 8: armor = new LeatherSkirt(); break;                      // Lv1

                case 9: armor = new FemaleLeafChest(); break;                   // Lv1

                case 10: armor = new LeafArms(); break;                         // Lv3

                case 11: armor = new LeafChest(); break;                        // Lv3

                case 12: armor = new LeafGloves(); break;                       // Lv3

                case 13: armor = new LeafGorget(); break;                       // Lv3

                case 14: armor = new LeafLegs(); break;                         // Lv3

                case 15: armor = new LeafTonlet(); break;                       // Lv3

                case 16: armor = new LeatherDo(); break;                        // Lv6

                case 17: armor = new LeatherHaidate(); break;                   // Lv6

                case 18: armor = new LeatherHiroSode(); break;                  // Lv6

                case 19: armor = new LeatherJingasa(); break;                   // Lv6

                case 20: armor = new LeatherMempo(); break;                     // Lv6

                case 21: armor = new LeatherNinjaHood(); break;                 // Lv6

                case 22: armor = new LeatherNinjaJacket(); break;               // Lv6

                case 23: armor = new LeatherNinjaMitts(); break;                // Lv6

                case 24: armor = new LeatherNinjaPants(); break;                // Lv6

                case 25: armor = new LeatherSuneate(); break;                   // Lv6

                case 26: armor = new EbonsilkArms(); break;                     // Lv9

                case 27: armor = new EbonsilkChest(); break;                    // Lv9

                case 28: armor = new EbonsilkGloves(); break;                   // Lv9

                case 29: armor = new EbonsilkGorget(); break;                   // Lv9

                case 30: armor = new EbonsilkLegs(); break;                     // Lv9

                case 31: armor = new EbonsilkTiara(); break;                    // Lv9

                case 32: armor = new ChitinArms(); break;                       // Lv12

                case 33: armor = new ChitinChest(); break;                      // Lv12

                case 34: armor = new ChitinGloves(); break;                     // Lv12

                case 35: armor = new ChitinGorget(); break;                     // Lv12

                case 36: armor = new ChitinHelmet(); break;                     // Lv12

                case 37: armor = new ChitinLegs(); break;                       // Lv12

                default: armor = new FemaleLeatherChest(); break;               // Lv1
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50);
                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10);
                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield1 = new Buckler();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50);
                }
                DropItem(shield1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield2 = new WoodenShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50);
                }
                DropItem(shield2);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield3 = new AmmoniteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50);
                }
                DropItem(shield3);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield4 = new BronzeShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50);
                }
                DropItem(shield4);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield5 = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield5, 3, 5, 50);
                }
                DropItem(shield5);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield6 = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield6, 3, 5, 50);
                }
                DropItem(shield6);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10);
                }
                DropItem(ring);
            }
        }
Esempio n. 13
0
        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);
        }
Esempio n. 14
0
		public Samurai() : base( AIType.AI_Melee, FightMode.Weakest, 10, 1, 0.175, 0.3)
		{

			Name = "Samurai Assassin";
			Title= ", Defiance Cult Clan";
			Hue= 1;
			Body = 400;
			SpeechHue= 2305;
			BaseSoundID = 0;
			Team = 0;
                        //new EtherealHorse().Rider = this;

			SetStr( 185, 215);
			SetDex( 130, 140);
			SetInt( 0, 0);

			SetHits(185, 300);

			SetSkill( SkillName.Tactics, 100.7, 100.4);
			SetSkill( SkillName.MagicResist, 191.4, 191.7);
			SetSkill( SkillName.Swords, 110.4, 110.7);
			SetSkill( SkillName.Anatomy, 110.4, 110.7);
			SetSkill( SkillName.Parry, 75.1, 100.1);

                        Fame=15000;
			Karma=-15000;

			VirtualArmor= 75;

			Item Bokuto = new Bokuto();
			Bokuto.Movable=false;
			Bokuto.Hue=1150;
		        Bokuto.Name="Samurai Bokuto";
                        EquipItem( Bokuto );

			Item Buckler = new Buckler();
			Buckler.Movable=false;
			Buckler.Hue=1253;
		        EquipItem( Buckler );

                        Item AncientSamuraiHelm = new AncientSamuraiHelm();
			AncientSamuraiHelm.Movable=false;
			AncientSamuraiHelm.Hue=0;
			EquipItem( AncientSamuraiHelm );

			Item StuddedChest = new StuddedChest();
			StuddedChest.Movable=false;
			StuddedChest.Hue=1109;
			StuddedChest.Name="Samurai Clan";
			EquipItem( StuddedChest );

                        Item BoneArms = new BoneArms();
			BoneArms.Movable=false;
			BoneArms.Hue=1109;
                        EquipItem( BoneArms );

                        Item Kamishimo = new Kamishimo();
			Kamishimo.Movable=false;
			Kamishimo.Hue=2407;
		        EquipItem( Kamishimo );

			Item Sandals = new Sandals();
			Sandals.Movable=false;
			Sandals.Hue=1;
			EquipItem( Sandals );

			Item BodySash = new BodySash();
			BodySash.Movable=false;
			BodySash.Hue=4;
			BodySash.Name="Samurai Clan Member.";
                        EquipItem( BodySash );

			Item hair = new Item( 0x203D);
			hair.Hue = 1;
			hair.Layer = Layer.Hair;
			hair.Movable = false;
			AddItem( hair );

			PackGold( 550, 2000);
			PackMagicItems( 3, 7);
			PackMagicItems( 3, 7);
			PackMagicItems( 3, 7);
			PackMagicItems( 3, 7);

                                switch ( Utility.Random( 50 ))
        		 {
           			case 0: PackItem( new Bokuto() ); break;
        		 }
		}
Esempio n. 15
0
        public AlytharrBrigandCampTreasureChest() : base(0xE43)
        {
            Name    = "a treasure chest -5-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 5;
            LockLevel     = 5;
            MaxLockLevel  = 10;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(15, 50)));
            }

/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Arrow(Utility.Random(1, 5)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bolt(Utility.Random(1, 5)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(1, 5);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bandage(Utility.Random(1, 5)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bottle(Utility.Random(1, 5)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Lockpick(Utility.Random(1, 5)));
            }

            Item PotionLoot = Loot.RandomPotion();

            DropItem(PotionLoot);

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Equipment

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Cutlass());
            }
            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Longsword());
            }
            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Axe());
            }
            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Club());
            }
            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Dagger());
            }
            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Spear());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(21))
                {
                case 0: weapon = new Hatchet(); break;

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

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

                case 3: weapon = new Club(); break;

                case 4: weapon = new Mace(); break;

                case 5: weapon = new Maul(); break;

                case 6: weapon = new Pitchfork(); break;

                case 7: weapon = new ShortSpear(); break;

                case 8: weapon = new GnarledStaff(); break;

                case 9: weapon = new ShepherdsCrook(); break;

                case 10: weapon = new Cutlass(); break;

                case 11: weapon = new Katana(); break;

                case 12: weapon = new Kryss(); break;

                case 13: weapon = new Scimitar(); break;

                case 14: weapon = new AssassinSpike(); break;

                case 15: weapon = new DiamondMace(); break;

                case 16: weapon = new Leafblade(); break;

                case 17: weapon = new MagicalShortbow(); break;

                case 18: weapon = new RadiantScimitar(); break;

                case 19: weapon = new WildStaff(); break;

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

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 5, 10);
                weapon.DamageLevel     = (WeaponDamageLevel)Utility.Random(1);
                weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.Random(1);
                weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(1);
                weapon.Quality         = WeaponQuality.Regular;

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(10))
                {
                case 0: armor = new FemaleLeatherChest(); break;

                case 1: armor = new LeatherBustierArms(); break;

                case 2: armor = new LeatherArms(); break;

                case 3: armor = new LeatherCap(); break;

                case 4: armor = new LeatherGloves(); break;

                case 5: armor = new LeatherGorget(); break;

                case 6: armor = new LeatherLegs(); break;

                case 7: armor = new LeatherShorts(); break;

                case 8: armor = new LeatherSkirt(); break;

                default: armor = new LeatherChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 10);
                armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(2);
                armor.Durability      = (ArmorDurabilityLevel)Utility.Random(2);
                armor.Quality         = ArmorQuality.Regular;

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseHat hat = Loot.RandomHat(true);
                switch (Utility.Random(5))
                {
                case 0: hat = new BearMask(); break;

                case 1: hat = new DeerMask(); break;

                case 2: hat = new FeatheredHat(); break;

                case 3: hat = new WizardsHat(); break;

                default: hat = new TribalMask(); break;
                }

                BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10);

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10);

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseShield shield = new Buckler();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 3, 5, 10);
                }

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10);
                }

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10);
                }

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10);
                }

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10);
                }

                DropItem(ring);
            }
        }
Esempio n. 16
0
        public Mercenary()
            : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.45, 0.8)
        {
            Female = Utility.RandomBool();
            Body = Female ? 401 : 400;
            Title = "the mercenary";
            Name = NameList.RandomName( Female ? "female" : "male" );
            Hue = Utility.RandomSkinHue();
            SetStr( 25, 88 );
            SetDex( 25, 88 );
            SetInt( 37, 49 );
            Karma = Utility.RandomMinMax( 13, -45 );

            SetSkill( SkillName.Tactics, 45, 67.5 );
            SetSkill( SkillName.MagicResist, 45, 67.5 );
            SetSkill( SkillName.Parry, 45, 67.5 );
            SetSkill( SkillName.Swords, 45, 67.5 );
            SetSkill( SkillName.Macing, 45, 67.5 );
            SetSkill( SkillName.Fencing, 45, 67.5 );
            SetSkill( SkillName.Wrestling, 45, 67.5 );
            SetSkill( SkillName.ArmsLore, 42.5, 65 );

            Item item = null;
            if ( !Female )
            {
                item = AddRandomHair();
                item.Hue = Utility.RandomHairHue();
                item = AddRandomFacialHair( item.Hue );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateChest(); break;
                    case 1: item = new ChainChest(); break;
                    case 2: item = new StuddedChest(); break;
                    case 3: item = new RingmailChest(); break;
                    case 4: default: item = new LeatherChest(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateLegs(); break;
                    case 1: item = new ChainLegs(); break;
                    case 2: item = new StuddedLegs(); break;
                    case 3: item = new RingmailLegs(); break;
                    case 4: default: item = new LeatherLegs(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 4 ) )
                {
                    case 0: item = new PlateArms(); break;
                    case 1: item = new RingmailArms(); break;
                    case 2: item = new StuddedArms(); break;
                    case 3: default: item = new LeatherArms(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 3 ) )
                {
                    case 0: item = new PlateGloves(); break;
                    case 1: item = new StuddedGloves(); break;
                    case 2: default: item = new LeatherGloves(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 6 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new ChainCoif(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: item = new NorseHelm(); break;
                    case 5: default: item = new Helmet(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 7 ) )
                {
                    case 0: item = new BronzeShield(); break;
                    case 1: item = new Buckler(); break;
                    case 2: item = new HeaterShield(); break;
                    case 3: item = new MetalKiteShield(); break;
                    case 4: item = new MetalShield(); break;
                    case 5: item = new WoodenKiteShield(); break;
                    case 6: default: item = new WoodenShield(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 4 ) )
                {
                    case 0: item = new PlateGorget(); break;
                    case 1: item = new StuddedGorget(); break;
                    default: case 2: item = new LeatherGorget(); break;
                }
                AddItem( item );
                item = Loot.RandomWeapon();
                AddItem( item );
                PackGold( 15, 100 );
            } else {
                item = AddRandomHair();
                item.Hue = Utility.RandomHairHue();
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateChest(); break;
                    case 1: item = new ChainChest(); break;
                    case 2: item = new StuddedChest(); break;
                    case 3: item = new RingmailChest(); break;
                    case 4: default: item = new LeatherChest(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 5 ) )
                {
                    case 0: item = new PlateLegs(); break;
                    case 1: item = new ChainLegs(); break;
                    case 2: item = new StuddedLegs(); break;
                    case 3: item = new RingmailLegs(); break;
                    case 4: default: item = new LeatherLegs(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 3 ) )
                {
                    case 0: item = new PlateGloves(); break;
                    case 1: item = new StuddedGloves(); break;
                    case 2: default: item = new LeatherGloves(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 6 ) )
                {
                    case 0: item = new PlateHelm(); break;
                    case 1: item = new ChainCoif(); break;
                    case 2: item = new CloseHelm(); break;
                    case 3: item = new Bascinet(); break;
                    case 4: item = new NorseHelm(); break;
                    case 5: default: item = new Helmet(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 7 ) )
                {
                    case 0: item = new BronzeShield(); break;
                    case 1: item = new Buckler(); break;
                    case 2: item = new HeaterShield(); break;
                    case 3: item = new MetalKiteShield(); break;
                    case 4: item = new MetalShield(); break;
                    case 5: item = new WoodenKiteShield(); break;
                    case 6: default: item = new WoodenShield(); break;
                }
                AddItem( item );
                switch ( Utility.Random( 4 ) )
                {
                    case 0: item = new PlateGorget(); break;
                    case 1: item = new StuddedGorget(); break;
                    default: case 2: item = new LeatherGorget(); break;
                }
                AddItem( item );
                item = Loot.RandomWeapon();
                AddItem( item );
                PackGold( 15, 100 );
            }
        }