public ElementalHunter() : base( AIType.AI_Mage ) { Title = "the elemental hunter"; int hue = 2308 + Utility.Random( 4 ); AddItem( new ThighBoots( hue ) ); AddItem( new SkullCap( hue ) ); AddItem( new Surcoat( hue ) ); AddItem( Identify( Rehued( new Spellbook(), hue ) ) ); AddItem( Identify( Rehued( new LeatherGloves(), hue ) ) ); AddItem( Identify( Rehued( new LeatherGorget(), hue ) ) ); Torch torch = new Torch(); torch.Movable = false; AddItem( torch ); torch.Ignite(); SetStr( 315, 345 ); SetDex( 81, 95 ); SetInt( 156, 187 ); SetDamage( 35, 40 ); SetSkill( SkillName.MagicResist, 110.0, 145.5 ); SetSkill( SkillName.Magery, 100.0 ); SetSkill( SkillName.EvalInt, 100.0 ); SetSkill( SkillName.Wrestling, 55.0, 87.5 ); SetSkill( SkillName.Meditation, 100.0 ); }
public SpiritHunter() : base( AIType.AI_Mage ) { Title = "the spirit hunter"; int hue = 1891 + Utility.Random( 5 ); AddItem( new Sandals( hue ) ); AddItem( new SkullCap( hue ) ); AddItem( new LongPants( hue ) ); AddItem( new Cloak( hue ) ); AddItem( new Shirt( hue ) ); AddItem( Identify( Rehued( new Spellbook(), hue ) ) ); AddItem( Identify( Rehued( new StuddedGloves(), hue ) ) ); AddItem( Identify( Rehued( new GoldNecklace(), hue ) ) ); Torch torch = new Torch(); torch.MagicLight = true; if ( 0.995 > Utility.RandomDouble() ) torch.SetSavedFlag( 0x01, true ); AddItem( torch ); torch.Ignite(); SetStr( 315, 345 ); SetDex( 81, 95 ); SetInt( 156, 187 ); SetDamage( 35, 40 ); SetSkill( SkillName.MagicResist, 110.0, 145.5 ); SetSkill( SkillName.Magery, 100.0 ); SetSkill( SkillName.EvalInt, 100.0 ); SetSkill( SkillName.Wrestling, 55.0, 87.5 ); SetSkill( SkillName.Meditation, 100.0 ); }
public override void InitOutfit() { Utility.AssignRandomHair( this ); Utility.AssignRandomFacialHair( this, HairHue ); AddItem( new PlateChest() ); AddItem( new PlateArms() ); AddItem( new PlateGloves() ); AddItem( new PlateLegs() ); Torch torch = new Torch(); torch.Movable = false; AddItem( torch ); torch.Ignite(); }
public override void InitOutfit() { Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); Item beard = new Item( Utility.RandomList( 0x203E, 0x203F, 0x2040, 0x2041, 0x204B, 0x204C, 0x204D ) ); beard.Hue = hair.Hue; beard.Layer = Layer.FacialHair; beard.Movable = false; AddItem( beard ); AddItem( new PlateChest() ); AddItem( new PlateArms() ); AddItem( new PlateGloves() ); AddItem( new PlateLegs() ); Torch torch = new Torch(); torch.Movable = false; AddItem( torch ); torch.Ignite(); }
public TheCursed() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 183; Name = NameList.RandomName("male"); Title = "the cursed"; Hue = 2130; SetStr(120, 140); SetDex(86, 105); SetInt(61, 70); SetResistance(ResistanceType.Physical, 40, 60); SetResistance(ResistanceType.Fire, 40, 50); SetResistance(ResistanceType.Cold, 50, 60); SetResistance(ResistanceType.Poison, 55, 65); SetResistance(ResistanceType.Energy, 40, 50); SetSkill(SkillName.Fencing, 90.0); SetSkill(SkillName.Macing, 90.0); SetSkill(SkillName.Swords, 90.0); SetSkill(SkillName.Wrestling, 100.0); SetSkill(SkillName.Poisoning, 60.0, 82.5); SetSkill(SkillName.MagicResist, 57.5, 80.0); SetSkill(SkillName.Tactics, 60.0, 82.5); SetSkill(SkillName.Anatomy, 60.2, 100.0); SetSkill(SkillName.Parry, 57.5, 80.0); SetSkill(SkillName.Healing, 90.0); Fame = NotorietyHandlers.GetNotorietyByLevel( 2 ); Karma = NotorietyHandlers.GetNotorietyByLevel( -2 ); VirtualArmor = 70; Item wep = CursedCaveUtility.MutateItem(Loot.RandomWeapon(), 10); AddItem(wep); AddItem(CursedCaveUtility.MutateItem(new BoneLegs(), 10)); AddItem(CursedCaveUtility.MutateItem(new BoneArms(), 10)); AddItem(CursedCaveUtility.MutateItem(new BoneGloves(), 10)); AddItem(CursedCaveUtility.MutateItem(new BoneChest(), 10)); AddItem(CursedCaveUtility.MutateItem(new BoneHelm(), 10)); if (0.10 > Utility.RandomDouble()) AddItem(CursedCaveUtility.MutateItem(Loot.RandomJewelry(), 10)); if (this.Weapon != null && ((BaseWeapon)this.Weapon).Layer == Layer.OneHanded) { if (Utility.RandomBool()) { BaseEquipableLight lightItem; switch (Utility.Random(3)) { default: lightItem = new Torch(); break; case 1: lightItem = new Lantern(); break; case 2: lightItem = new Candle(); break; } lightItem.Ignite(); AddItem(lightItem); } else AddItem(CursedCaveUtility.MutateItem(Loot.RandomShield(), 10)); } }
public OverlandTreasureHunter() { SpeechHue = Utility.RandomDyedHue(); Title = "the treasure hunter"; SetStr( 96, 115 ); SetDex( 86, 105 ); SetInt( 51, 65 ); SetDamage( 23, 27 ); SetSkill( SkillName.Anatomy, 60.0, 82.5 ); SetSkill( SkillName.Wrestling, 88.5, 100.0 ); SetSkill( SkillName.MagicResist, 88.5, 100.0 ); SetSkill( SkillName.Tactics, 60.0, 82.5 ); Fame = 2500; Karma = -2500; // Configure our treasuremap TreasureMap map = new TreasureMap( 5, Map.Felucca ); map.LootType = LootType.Newbied; map.Themed = true; map.Theme = TreasureTheme.RandomOverlandTheme(); map.Decoder = this; PackItem( map ); // configure our distination (to the chest) Destination = new Point3D(map.ChestLocation,0).ToString(); Shovel shovel = new Shovel( ); shovel.LootType = LootType.Newbied; PackItem( shovel ); Runebook book = new Runebook( ); book.LootType = LootType.Newbied; book.Name = "Fromm's treasure hunting guide"; AddItem( book ); Item light = null; if (Utility.RandomBool()) light = new Lantern(); else light = new Torch(); PackItem( light ); // select a gem for payment m_GemIndex = Utility.Random(TreasureMapChest.m_GemTypes.Length); m_GemsRequired = 50 * (2 + Utility.Random( 9 )); // 100-500 PackItem( new Bandage( Utility.RandomMinMax( 1, 15 ) ) ); }