Esempio n. 1
0
      public override void OnResponse( NetState state, RelayInfo info ) 
      { 
         Mobile from = state.Mobile; 

         switch ( info.ButtonID ) 
         { 
            case 0: //Close Gump 
            { 
               from.CloseGump( typeof( ArtifactGump ) );	 
               break; 
            } 
             case 1: // Axe of the Heavens 
            { 
		Item item = new AxeOfTheHeavens();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
            case 2: // Blade of insanity 
            { 
		Item item = new BladeOfInsanity();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
            case 3: //Blade of the Righteous
            { 
		Item item = new BladeOfTheRighteous();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
            case 4: //Bone Crusher 
            { 
		Item item = new BoneCrusher();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
            case 5: //Breath of the Dead 
            { 
		Item item = new BreathOfTheDead();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
            case 6: //Frostbringer 
            { 
		Item item = new Frostbringer();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
            case 7: //Legacy of the Dread Lord
            { 
		Item item = new LegacyOfTheDreadLord();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
            case 8: //Serpent's Fang 
            { 
		Item item = new SerpentsFang();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
	    case 9: //Staff of the Magi
	    { 
		Item item = new StaffOfTheMagi();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 10: //The Beserker's Maul 
            { 
		Item item = new TheBeserkersMaul();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 11: //The Dragon Slayer 
            { 
		Item item = new TheDragonSlayer();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 12: //Titans Hammer 
            { 
		Item item = new TitansHammer();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 13: //The Taskmaster 
            { 
		Item item = new TheTaskmaster();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
	    case 14: //Zyronic Claw
            { 
		Item item = new ZyronicClaw();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
        case 15: //The Dryad Bow
            {
        Item item = new TheDryadBow();
        item.LootType = LootType.Blessed;
        from.AddToBackpack( item );
        from.CloseGump( typeof( ArtifactGump ) );
        m_Deed.Delete();
        break;
            } 
	    case 16: //Armor of Fortune 
            { 
		Item item = new ArmorOfFortune();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
	    case 17: //Gauntlets of Nobility 
            { 
		Item item = new GauntletsOfNobility();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
 	    case 18: //Helm of Insight 
            { 
		Item item = new HelmOfInsight();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 19: //Holy Knights Breastplate 
            { 
		Item item = new HolyKnightsBreastplate();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 20: //Jackal's Collar 
            { 
		Item item = new JackalsCollar();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 21: //Leggings of Bane 
            { 
		Item item = new LeggingsOfBane();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 22: //Midnight Bracers 
            { 
		Item item = new MidnightBracers();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 23: //Ornate Crown of the Harrower 
            { 
		Item item = new OrnateCrownOfTheHarrower();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 24: //Shadow Dancer Leggings 
            { 
		Item item = new ShadowDancerLeggings();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 25: //Inquisitor's Resolution 
            { 
		Item item = new InquisitorsResolution();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 26: //Tunic of Fire 
            { 
		Item item = new TunicOfFire();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 27: //Voice of the Fallen King 
            { 
		Item item = new VoiceOfTheFallenKing();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            
            } 
	    case 29: //Bracelet of Health 
            { 
		Item item = new BraceletOfHealth();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 30: //Ornament of the Magician 
            { 
		Item item = new OrnamentOfTheMagician();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 31: //Ring of the Elements 
            { 
		Item item = new RingOfTheElements();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
	    case 32: //Ring of the Vile 
            { 
		Item item = new RingOfTheVile();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 34: //Aegis 
            { 
		Item item = new Aegis();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 35: //Arcane Shield 
            { 
		Item item = new ArcaneShield();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 36: //Divine Countenance 
            { 
		Item item = new DivineCountenance();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 37: //Hat of the Magi
            { 
		Item item = new HatOfTheMagi();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 38: //Hunters Headdress 
            { 
		Item item = new HuntersHeaddress();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            }
	    case 39: //Spirit of the Totem
            { 
		Item item = new SpiritOfTheTotem();
		item.LootType = LootType.Blessed;
		from.AddToBackpack( item ); 
		from.CloseGump( typeof( ArtifactGump ) );
		m_Deed.Delete();
		break;
            } 
	         
         }    
      } 
public FriendlyPlayer() : base( AIType.AI_Melee, FightMode.Closest, 25, 1, 0.4, 0.3 ) 
		{ 
	
			SpeechHue = Utility.RandomDyedHue();

                 switch (Utility.Random(6))
                 {
                         case 0: Title = "[BEC]"; break;
                         case 1: Title = "[COOL]"; break;
                         case 2: Title = "[FUN]"; break;
                         case 3: Title = "[PYR]"; break;
                         case 4: Title = "[FRN]"; break;
                         case 5: Title = "[CRA]"; break;

                 } 
 
       	    SetStr(100, 200);
            SetDex(100, 200);
            SetInt(125, 200);
			ActiveSpeed = 0.2;
			PassiveSpeed = 0;

            SetHits(100, 400);

            SetDamage(10, 19);

            SetDamageType(ResistanceType.Physical, 120);

            SetResistance(ResistanceType.Physical, 40, 80);
            SetResistance(ResistanceType.Fire, 40, 80);
            SetResistance(ResistanceType.Cold, 40, 80);
            SetResistance(ResistanceType.Poison, 40, 80);
            SetResistance(ResistanceType.Energy, 40, 80);

            SetSkill(SkillName.Swords, 79.0, 110.0);
            SetSkill(SkillName.Tactics, 79.0, 110.0);
            SetSkill(SkillName.MagicResist, 79.0, 110.0);
            SetSkill(SkillName.Tactics, 79.0, 110.0);
            SetSkill(SkillName.Parry, 79.0, 110.0);
            SetSkill(SkillName.Anatomy, 70.0, 110.0);
            SetSkill(SkillName.Healing, 70.0, 110.0);

            Fame = 1000;
            Karma = 10000;

            VirtualArmor = 50;

                           	 switch (Utility.Random(4))
                           	 {
                           	 	case 0: AddItem( new Longsword() ); break;
                           	 	case 1: AddItem( new Axe() ); break;
                           	 	case 2: AddItem( new Bardiche() ); break;
                           	 	case 3: AddItem( new Hatchet() ); break;
                            	} 


                           	 switch (Utility.Random(5))
                           	 {
                           	 	case 0: Item cloak = new Cloak();
						cloak.Movable = false;
						cloak.Hue = GetRandomHue();
						AddItem( cloak );
						break;
                           	 	case 1: Item shroud = new HoodedShroudOfShadows();
						shroud.Movable = false;
						shroud.Hue = GetRandomHue();
						AddItem( shroud );
						break;
                           	 	case 2: break;
                           	 	case 3: Item monkrobe = new MonkRobe();
						monkrobe.Movable = false;
						monkrobe.Hue = GetRandomHue();
						AddItem( monkrobe );
						break;
                           	 	case 4: break;
                            	} 


                           	 switch (Utility.Random(4))
                           	 {
                           	 	case 0: AddItem( new LongPants() ); break;
                           	 	case 1: Item LegsOfBane = new LeggingsOfBane();
						LegsOfBane.Hue = GetRandomHue();
                      				LegsOfBane.LootType = LootType.Newbied;
                      				LegsOfBane.Movable = false;
						AddItem( LegsOfBane );
						break;
					case 2: Item ShortPantss = new ShortPants();
						ShortPantss.Hue = GetRandomHue();
                      				ShortPantss.LootType = LootType.Newbied;
                      				ShortPantss.Movable = false;
						AddItem( ShortPantss );
						break;
					case 3: Item PlateLegsv = new PlateLegs();
						PlateLegsv.Hue = GetRandomHue();
                      				PlateLegsv.LootType = LootType.Newbied;
                      				PlateLegsv.Movable = false;
						AddItem( PlateLegsv );
						break;
                            	} 

                           	 switch (Utility.Random(5))
                           	 {
                           	 	case 0:	AddItem( new Boots() ); break;
                           	 	case 1: Item Sandals = new Sandals();
						Sandals.Hue = GetRandomHue();
                        			Sandals.LootType = LootType.Blessed;
                        			Sandals.Movable = false;
						AddItem( Sandals );
						break;
					case 2: Item Bootsv = new Boots();
						Bootsv.Hue = GetRandomHue();
                        			Bootsv.LootType = LootType.Blessed;
                        			Bootsv.Movable = false;
						AddItem( Bootsv );
						break;
					case 3: Item Shoesv = new Shoes();
						Shoesv.Hue = GetRandomHue();
                        			Shoesv.LootType = LootType.Blessed;
                        			Shoesv.Movable = false;
						AddItem( Shoesv );
						break;
					case 4: break;
                            	} 

                           	 switch (Utility.Random(6))
                           	 {
                           	 	case 0:	AddItem( new ClothNinjaHood(  ) ); break;
                           	 	case 1: Item SpiritOfTheTotem = new SpiritOfTheTotem();
						SpiritOfTheTotem.Hue = GetRandomHue();
						SpiritOfTheTotem.Movable = false;
                        			SpiritOfTheTotem.LootType = LootType.Blessed;
						AddItem( SpiritOfTheTotem );
						break;
                           	 	case 2:	Item BoneHelmv = new BoneHelm();
						BoneHelmv.Hue = GetRandomHue();
						BoneHelmv.Movable = false;
                        			BoneHelmv.LootType = LootType.Blessed;
						AddItem( BoneHelmv );
						break;
                           	 	case 3:	Item CloseHelmv = new CloseHelm();
						CloseHelmv.Hue = GetRandomHue();
						CloseHelmv.Movable = false;
                        			CloseHelmv.LootType = LootType.Blessed;
						AddItem( CloseHelmv );
						break;
					case 4: AddItem( new SkullCap( ) );break;
					case 5: Item TricorneHatv = new TricorneHat();
						TricorneHatv.Hue = GetRandomHue();
						TricorneHatv.Movable = false;
                        			TricorneHatv.LootType = LootType.Blessed;
						AddItem( TricorneHatv );
						break;
                            	} 

                           	 switch (Utility.Random(3))
                           	 {
                           	 	case 0:	Item LeatherGlovesv = new LeatherGloves();
						LeatherGlovesv.Hue = GetRandomHue();
						LeatherGlovesv.Movable = false;
                        			LeatherGlovesv.LootType = LootType.Blessed;
						AddItem( LeatherGlovesv );
						break;
                           	 	case 1: Item PlateGlovesv = new PlateGloves();
						PlateGlovesv.Hue = GetRandomHue();
						PlateGlovesv.Movable = false;
                        			PlateGlovesv.LootType = LootType.Blessed;
						AddItem( PlateGlovesv );
						break;
                           	 	case 2: AddItem( new RingmailGloves() ); break;
                            	} 


			
			if ( Female = Utility.RandomBool() ) 
			{ 
				Body = 401; 
				Name = NameList.RandomName( "female" );
			
				
			}
			else 
			{ 
				Body = 400; 			
				Name = NameList.RandomName( "male" ); 


			}
			
			Utility.AssignRandomHair( this );

			for (int i = 0; i < 10; i++)
			{
				PackItem( new GreaterCurePotion() );
				PackItem( new GreaterHealPotion() );
				PackItem( new TotalRefreshPotion() );
			}

          		  PackItem(new Bandage(Utility.RandomMinMax(10, 100)));

			Horse ns = new Horse();
			ns.Controlled = true;
			ns.ControlMaster = this;
			ns.ControlOrder = OrderType.Stay;
			ns.Rider = this; 
}
public SpawnHelperMage() : base( AIType.AI_Mage, FightMode.Closest, 25, 1, 0.4, 0.3 ) 
{ 
	



            		Title = "[BEC-Mage]";
			if ( Female = Utility.RandomBool() ) 
			{ 
				Body = 401; 
				Name = NameList.RandomName( "female" );
			
				
			}
			else 
			{ 
				Body = 400; 			
				Name = NameList.RandomName( "male" ); 


			}
//			Name.Hue = 2002;
//			Title.Hue = 2002;

 
       	    SetStr(100, 150);
            SetDex(100, 150);
            SetInt(250, 500);
		ActiveSpeed = 0.2;
		PassiveSpeed = 0;

            SetHits(200, 300);

//            SetDamage(12, 19);

            SetDamageType(ResistanceType.Physical, 120);

            SetResistance(ResistanceType.Physical, 65, 80);
            SetResistance(ResistanceType.Fire, 65, 80);
            SetResistance(ResistanceType.Cold, 65, 80);
            SetResistance(ResistanceType.Poison, 65, 80);
            SetResistance(ResistanceType.Energy, 65, 80);

            SetSkill(SkillName.Swords, 89.0, 120.0);
            SetSkill(SkillName.Tactics, 89.0, 120.0);
            SetSkill(SkillName.MagicResist, 89.0, 120.0);
            SetSkill(SkillName.Tactics, 89.0, 120.0);
            SetSkill(SkillName.Parry, 89.0, 120.0);
            SetSkill(SkillName.Anatomy, 85.0, 120.0);
            SetSkill(SkillName.Healing, 85.0, 120.0);
            SetSkill(SkillName.Magery, 99.0, 120.0);
            SetSkill(SkillName.EvalInt, 99.0, 120.0);
            SetSkill(SkillName.Poisoning, 85.0, 100.0);

            Fame = 18000;
            Karma = 10000;

            VirtualArmor = 50;

                           	 switch (Utility.Random(4))
                           	 {
                           	 	case 0: BattleAxe weapona = new BattleAxe();
						weapona.Hue = 2063;
                      				weapona.LootType = LootType.Newbied;
						weapona.Attributes.SpellChanneling = 1;
						weapona.WeaponAttributes.HitLeechMana = 60;
                      				weapona.Movable = false;
						AddItem( weapona );
						break;
                           	 	case 1: Axe weaponb = new Axe();
						weaponb.Hue = 2063;
                      				weaponb.LootType = LootType.Newbied;
						weaponb.Attributes.SpellChanneling = 1;
						weaponb.WeaponAttributes.HitLeechMana = 60;
                      				weaponb.Movable = false;
						AddItem( weaponb );
						break;
                           	 	case 2: Bardiche weaponc = new Bardiche();
						weaponc.Hue = 2063;
                      				weaponc.LootType = LootType.Newbied;
						weaponc.Attributes.SpellChanneling = 1;
						weaponc.WeaponAttributes.HitLeechMana = 60;
                      				weaponc.Movable = false;
						AddItem( weaponc );
						break;
                           	 	case 3: Hatchet weapond = new Hatchet();
						weapond.Hue = 2063;
                      				weapond.LootType = LootType.Newbied;
						weapond.Attributes.SpellChanneling = 1;
						weapond.WeaponAttributes.HitLeechMana = 60;
                      				weapond.Movable = false;
						AddItem( weapond );
						break;
                            	} 



                           	 Item Robe =  new Robe( );			
                        	Robe.Name = "Britania Electric Co.";
                        	Robe.Movable = false; 
				Robe.Hue = 1109;
				AddItem( Robe );



                           	 switch (Utility.Random(3))
                           	 {
                           	 	case 0: AddItem( new LongPants(1050)); break;
                           	 	case 1: Item LegsOfBane = new LeggingsOfBane();
						LegsOfBane.Hue = 1269;
                      				LegsOfBane.LootType = LootType.Newbied;
                      				LegsOfBane.Movable = false;
						AddItem( LegsOfBane );
						break;
                           	 	case 2: break;
                            	} 

                           	 switch (Utility.Random(3))
                           	 {
                           	 	case 0:	AddItem( new Boots() ); break;
                           	 	case 1: Item Sandals = new Sandals();
						Sandals.Hue = 1195;
                        			Sandals.LootType = LootType.Blessed;
                        			Sandals.Movable = false;
						AddItem( Sandals );
						break;
                           	 	case 2: break;
                            	} 


						Item PlateHelm = new PlateHelm();
						PlateHelm.Hue = 2063;
                      				PlateHelm.LootType = LootType.Newbied;
                      				PlateHelm.Movable = false;
						AddItem( PlateHelm );


                           	 switch (Utility.Random(3))
                           	 {
                           	 	case 0:	AddItem( new LeatherGloves() ); break;
                           	 	case 1: break;
                           	 	case 2: break;
                            	} 


			AddItem( new Shirt(743) );

			

			
			Utility.AssignRandomHair( this );

			for (int i = 0; i < 10; i++)
			{
				PackItem( new GreaterCurePotion() );
				PackItem( new GreaterHealPotion() );
				PackItem( new TotalRefreshPotion() );
			}

          		  PackItem(new Bandage(Utility.RandomMinMax(80, 200)));

			Horse ns = new Horse();
			ns.Controlled = true;
			ns.Hue = 2063;
			ns.ControlMaster = this;
			ns.ControlOrder = OrderType.Stay;
			ns.Rider = this; 
}