public Paladin() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.36, 0.56) { Female = Utility.RandomBool(); Body = Female ? 401 : 400; Title = "the paladin"; Name = NameList.RandomName( Female ? "female" : "male" ); Hue = Utility.RandomSkinHue(); SetStr( 64, 92 ); SetDex( 46, 88 ); SetInt( 37, 49 ); Karma = Utility.RandomMinMax( 33, -25 ); SetSkill( SkillName.Tactics, 55, 77.5 ); SetSkill( SkillName.MagicResist, 55, 77.5 ); SetSkill( SkillName.Parry, 55, 77.5 ); SetSkill( SkillName.Swords, 55, 77.5 ); SetSkill( SkillName.Macing, 55, 77.5 ); SetSkill( SkillName.Fencing, 55, 77.5 ); SetSkill( SkillName.Wrestling, 55, 77.5 ); SetSkill( SkillName.ArmsLore, 52.5, 75 ); Item item = null; if ( !Female ) { int hairHue = Utility.RandomHairHue(); Utility.AssignRandomHair(this, hairHue); Utility.AssignRandomFacialHair( this, hairHue ); item = new PlateChest(); AddItem( item ); item = new PlateLegs(); AddItem( item ); item = new PlateArms(); AddItem( item ); item = new PlateGloves(); AddItem( item ); item = new PlateGorget(); AddItem( item ); switch ( Utility.Random( 5 ) ) { case 0: item = new PlateHelm(); break; case 1: item = new Helmet(); break; case 2: item = new CloseHelm(); break; case 3: item = new Bascinet(); break; case 4: default: item = new NorseHelm(); break; } AddItem( item ); item = new Tunic(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new HeaterShield(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new VikingSword(); AddItem( item ); item = Utility.RandomBool() ? (Item)new Boots() : (Item)new ThighBoots(); AddItem( item ); PackGold( 15, 100 ); } else { int hairHue = Utility.RandomHairHue(); Utility.AssignRandomHair(this, hairHue); item = new PlateChest(); AddItem( item ); item = new PlateLegs(); AddItem( item ); item = new PlateArms(); AddItem( item ); item = new PlateGloves(); AddItem( item ); item = new PlateGorget(); AddItem( item ); switch ( Utility.Random( 5 ) ) { case 0: item = new PlateHelm(); break; case 1: item = new Helmet(); break; case 2: item = new CloseHelm(); break; case 3: item = new Bascinet(); break; case 4: default: item = new NorseHelm(); break; } AddItem( item ); item = new Tunic(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new HeaterShield(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new VikingSword(); AddItem( item ); item = Utility.RandomBool() ? (Item)new Boots() : (Item)new ThighBoots(); AddItem( item ); PackGold( 15, 100 ); } }
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 ); } }
public HireFighter() { Female = Utility.RandomBool(); Body = Female ? 401 : 400; Title = "the fighter"; Name = NameList.RandomName( Female ? "female" : "male" ); Hue = Utility.RandomSkinHue(); SetStr( 11, 88 ); SetDex( 11, 88 ); SetInt( 7, 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 ); item = new StuddedChest(); AddItem( item ); item = new StuddedLegs(); AddItem( item ); item = new StuddedArms(); AddItem( item ); item = new StuddedGloves(); 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 ); item = new StuddedGorget(); AddItem( item ); item = Loot.RandomWeapon(); AddItem( item ); if ( item.Layer == Layer.OneHanded ) { item = new WoodenShield(); AddItem( item ); } } else { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = new StuddedChest(); AddItem( item ); item = new StuddedLegs(); AddItem( item ); item = new StuddedArms(); AddItem( item ); item = new StuddedGloves(); 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 ); item = new StuddedGorget(); AddItem( item ); item = Loot.RandomWeapon(); AddItem( item ); if ( item.Layer == Layer.OneHanded ) { item = new WoodenShield(); AddItem( item ); } } }
public override void InitOutfit() { Item item = null; item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair( item.Hue ); item = new PlateChest(); AddItem( item ); item = new PlateLegs(); AddItem( item ); item = new PlateArms(); AddItem( item ); item = new PlateGloves(); 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 ); item = new Tunic(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new PlateGorget(); AddItem( item ); item = new DoubleAxe(); AddItem( item ); PackGold( 15, 100 ); }