public BaseShieldGuard( Mobile target ) : base(target) { Item item = null; Female = Utility.RandomBool(); Body = Female ? 401 : 400; SpeechHue = Utility.RandomDyedHue(); Name = NameList.RandomName(Female ? "female" : "male"); Hue = Utility.RandomSkinHue(); Title = "the guard"; BaseSoundID = 332; int hairHue = Utility.RandomHairHue(); Utility.AssignRandomHair(this, hairHue); item = new Shirt(); AddItem(item); item.Hue = Utility.RandomNondyedHue(); item = new PlateChest(); AddItem(item); item = new PlateLegs(); AddItem(item); item = new PlateArms(); AddItem(item); item = new Tunic(); AddItem(item); if ( Type == GuildType.Order ) item.Hue = Utility.RandomBlueHue(); else item.Hue = Utility.RandomRedHue(); item = new VikingSword(); AddItem(item); item = Shield; item.Movable = false; AddItem(item); if (!Female) { Utility.AssignRandomFacialHair(this, hairHue); item = new ShortPants(); AddItem(item); item.Hue = Utility.RandomNondyedHue(); } else { item = new Skirt(); AddItem(item); item.Hue = Utility.RandomNondyedHue(); } }
public TheCursedWarrior() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 0x190; Name = NameList.RandomName("male"); Title = "the cursed warrior"; Hue = 2130; SetStr(350); SetDex(150); SetInt(100); 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.Wrestling, 74.0, 80.0); SetSkill(SkillName.Swords, 90.0, 95.0); SetSkill(SkillName.Anatomy, 120.0, 125.0); SetSkill(SkillName.MagicResist, 90.0, 94.0); SetSkill(SkillName.Tactics, 90.0, 95.0); SetSkill(SkillName.Healing, 90.0); Fame = NotorietyHandlers.GetNotorietyByLevel( 2 ); Karma = NotorietyHandlers.GetNotorietyByLevel( -2 ); VirtualArmor = 60; BoneArms arms = new BoneArms(); arms.Hue = m_iArmorHue; AddItem(CursedCaveUtility.MutateItem(arms, 10)); BoneGloves gloves = new BoneGloves(); gloves.Hue = m_iArmorHue; AddItem(CursedCaveUtility.MutateItem(gloves, 10)); BoneChest tunic = new BoneChest(); tunic.Hue = m_iArmorHue; AddItem(CursedCaveUtility.MutateItem(tunic, 10)); BoneLegs legs = new BoneLegs(); legs.Hue = m_iArmorHue; AddItem(CursedCaveUtility.MutateItem(legs, 10)); BoneHelm helm = new BoneHelm(); helm.Hue = m_iArmorHue; AddItem(CursedCaveUtility.MutateItem(helm, 10)); AddItem(new Shoes()); AddItem(CursedCaveUtility.MutateItem(new HeaterShield(), 10)); VikingSword weapon = new VikingSword(); AddItem(CursedCaveUtility.MutateItem(weapon, 10)); }
public Jailor() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.45, 0.8) { Female = Utility.RandomBool(); Body = Female ? 401 : 400; Title = "the jailor"; Name = NameList.RandomName( Female ? "female" : "male" ); Hue = Utility.RandomSkinHue(); SetStr( 96, 110 ); SetDex( 96, 110 ); SetInt( 71, 85 ); Karma = Utility.RandomMinMax( 13, -45 ); SetSkill( SkillName.Tactics, 75, 97.5 ); SetSkill( SkillName.MagicResist, 75, 97.5 ); SetSkill( SkillName.Parry, 75, 97.5 ); SetSkill( SkillName.Swords, 15, 37.5 ); SetSkill( SkillName.Macing, 15, 37.5 ); SetSkill( SkillName.Fencing, 15, 37.5 ); SetSkill( SkillName.Wrestling, 15, 37.5 ); Item item = null; if ( !Female ) { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair( item.Hue ); item = new ChainChest(); AddItem( item ); item = new ChainLegs(); AddItem( item ); item = new BronzeShield(); AddItem( item ); item = new Boots(); item.Hue = Utility.RandomNeutralHue(); AddItem( item ); item = new VikingSword(); AddItem( item ); PackGold( 15, 100 ); } else { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = new ChainChest(); AddItem( item ); item = new ChainLegs(); AddItem( item ); item = new BronzeShield(); AddItem( item ); item = new Boots(); item.Hue = Utility.RandomNeutralHue(); AddItem( item ); item = new VikingSword(); AddItem( item ); PackGold( 15, 100 ); } }
public MilitiaFighter() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { InitStats( 40, 30, 5 ); Title = "the Militia Fighter"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Female = false; Body = 0x190; Name = NameList.RandomName( "male" ); Utility.AssignRandomHair( this ); Utility.AssignRandomFacialHair( this, HairHue ); AddItem( new ThighBoots( 0x1BB ) ); AddItem( new LeatherChest() ); AddItem( new LeatherArms() ); AddItem( new LeatherLegs() ); AddItem( new LeatherCap() ); AddItem( new LeatherGloves() ); AddItem( new LeatherGorget() ); Item weapon; switch ( Utility.Random( 6 ) ) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } weapon.Movable = false; AddItem( weapon ); Item shield = new BronzeShield(); shield.Movable = false; AddItem( shield ); SetSkill( SkillName.Swords, 20.0 ); }
public MechGargoyle() : base() { Body = 755; BaseSoundID = 372; Name = "a mechnical gargoyle"; Hue = OreInfo.Gold.Hue; SetHits( 500, 600 ); SetDamage( 50, 60 ); SetStr( 200, 250 ); SetDex( 45, 45 ); SetInt( 45, 45 ); SetSkill( SkillName.Anatomy, 71, 71 ); SetSkill( SkillName.Swords, 71, 71 ); SetSkill( SkillName.Tactics, 77, 77 ); SetSkill( SkillName.MagicResist, 200, 200 ); MF_RobotRevealer = true; MF_Displacer = true; switch ( Utility.Random( 6 ) ) { case 0: PackItem( new Gears(5) ); break; case 1: PackItem( new RunicClockworkAssembly() ); break; case 2: PackItem( new AssemblyUpgradeKit() ); break; case 3: PackItem( new IronIngot(25) ); break; } switch ( Utility.Random( 5 ) ) { case 0: PackItem( new GargoylePowerCore() ); break; case 1: PackItem( new GoldIngot(50) ); break; case 2: PackItem( new Gears(10) ); break; case 3: PackItem( new AssemblyUpgradeKit() ); break; case 4: PackItem( new IronIngot(25) ); break; } switch ( Utility.Random( 6 ) ) { case 0: PackItem( new GoldIngot(25) ); break; case 1: PackItem( new RunicClockworkAssembly() ); break; case 2: PackItem( new Gears(10) ); break; case 3: PackItem( new IronIngot(50) ); break; } VirtualArmor = 28; SetFameLevel( 1 ); SetKarmaLevel( 1 ); VikingSword weapon = new VikingSword(); weapon.Movable = false; weapon.Crafter = this; weapon.Quality = WeaponQuality.Low; AddItem( weapon ); }
public MilitiaFighter() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { InitStats( 40, 30, 5 ); Title = "the Militia Fighter"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Female = false; Body = 0x190; Name = NameList.RandomName( "male" ); 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 ThighBoots( 0x1BB ) ); AddItem( new LeatherChest() ); AddItem( new LeatherArms() ); AddItem( new LeatherLegs() ); AddItem( new LeatherCap() ); AddItem( new LeatherGloves() ); AddItem( new LeatherGorget() ); Item weapon; switch ( Utility.Random( 6 ) ) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } weapon.Movable = false; AddItem( weapon ); Item shield = new BronzeShield(); shield.Movable = false; AddItem( shield ); SetSkill( SkillName.Swords, 20.0 ); }
public KhaldunZealot():base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 0x190; Name = "Khaldun Zealot"; Hue = 0; this.InitStats(Utility.Random(359,399), Utility.Random(138,151), Utility.Random(76,97)); this.Skills[SkillName.Wrestling].Base = Utility.Random(74,80); this.Skills[SkillName.Swords].Base = Utility.Random(90,95); this.Skills[SkillName.Anatomy].Base = Utility.Random(120,125); this.Skills[SkillName.MagicResist].Base = Utility.Random(90,94); this.Skills[SkillName.Tactics].Base = Utility.Random(90,95); this.Fame = Utility.Random(5000,9999); this.Karma = Utility.Random(-5000,-9999); this.VirtualArmor = 40; BoneArms arms = new BoneArms(); arms.Hue = 0x3A8; arms.LootType = LootType.Blessed; AddItem( arms ); BoneGloves gloves = new BoneGloves(); gloves.Hue = 0x3A8; gloves.LootType = LootType.Blessed; AddItem( gloves ); BoneChest tunic = new BoneChest(); tunic.Hue = 0x3A8; tunic.LootType = LootType.Blessed; AddItem( tunic ); BoneLegs legs = new BoneLegs(); legs.Hue = 0x3A8; legs.LootType = LootType.Blessed; AddItem( legs ); BoneHelm helm = new BoneHelm(); helm.Hue = 0x3A8; helm.LootType = LootType.Blessed; AddItem( helm ); AddItem( new Shoes() ); AddItem( new Buckler()); VikingSword weapon = new VikingSword(); weapon.Movable = true; AddItem( weapon ); }
public FallenHero() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.15, 0.2 ) { Name = "a fallen hero"; Body = 0x306; Hue = 22222; Kills = 10; ShortTermMurders = 10; MagicDamageAbsorb = 250; SetStr( 386, 405 ); SetDex( 101, 105 ); SetHits( 1670, 1870 ); SetDamage( 10, 14 ); SetSkill( SkillName.Anatomy, 50.0 ); SetSkill( SkillName.MagicResist, 103.5, 112.5 ); SetSkill( SkillName.Swords, 125.0 ); SetSkill( SkillName.Tactics, 125.0 ); Fame = 18000; Karma = -18000; VirtualArmor = 60; VikingSword weapon = new VikingSword(); weapon.Movable = false; AddItem( weapon ); PackGold( 900, 1500 ); PackItem( new Bandage( Utility.RandomMinMax( 5, 50 ) ) ); PackArmor( 1, 5 ); PackWeapon( 1, 5 ); PackArmor( 1, 5 ); PackWeapon( 1, 5 ); }
public override bool OnDragDrop( Mobile from, Item dropped ) { PlayerMobile player = from as PlayerMobile; if ( player != null ) { QuestSystem qs = player.Quest; if ( qs is UzeraanTurmoilQuest ) { if ( dropped is UzeraanTurmoilHorn ) { if ( player.Young ) { UzeraanTurmoilHorn horn = (UzeraanTurmoilHorn) dropped; if ( horn.Charges < 10 ) { SayTo( from, 1049384 ); // I have recharged the item for you. horn.Charges = 10; } else { SayTo( from, 1049385 ); // That doesn't need recharging yet. } } else { player.SendMessage( "You must be young to have this item recharged." ); } return false; } if ( dropped is SchmendrickScrollOfPower ) { QuestObjective obj = qs.FindObjective( typeof( ReturnScrollOfPowerObjective ) ); if ( obj != null && !obj.Completed ) { Container cont = GetNewContainer(); cont.DropItem( new TreasureMap( 1 ) ); cont.DropItem( new Shovel() ); cont.DropItem( new UzeraanTurmoilHorn() ); if ( !player.PlaceInBackpack( cont ) ) { cont.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } else if ( dropped is QuestFertileDirt ) { QuestObjective obj = qs.FindObjective( typeof( ReturnFertileDirtObjective ) ); if ( obj != null && !obj.Completed ) { Container cont = GetNewContainer(); if ( player.Profession == 2 ) // magician { cont.DropItem( new BlackPearl( 20 ) ); cont.DropItem( new Bloodmoss( 20 ) ); cont.DropItem( new Garlic( 20 ) ); cont.DropItem( new Ginseng( 20 ) ); cont.DropItem( new MandrakeRoot( 20 ) ); cont.DropItem( new Nightshade( 20 ) ); cont.DropItem( new SulfurousAsh( 20 ) ); cont.DropItem( new SpidersSilk( 20 ) ); for ( int i = 0; i < 3; i++ ) { cont.DropItem( Loot.RandomScroll( 0, 23, SpellbookType.Regular ) ); } } else { cont.DropItem( new Gold( 300 ) ); cont.DropItem( new Bandage( 25 ) ); for ( int i = 0; i < 5; i++ ) { cont.DropItem( new LesserHealPotion() ); } } if ( !player.PlaceInBackpack( cont ) ) { cont.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } else if ( dropped is QuestDaemonBlood ) { QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBloodObjective ) ); if ( obj != null && !obj.Completed ) { Item reward; if ( player.Profession == 2 ) // magician { Container cont = GetNewContainer(); cont.DropItem( new ExplosionScroll( 4 ) ); cont.DropItem( new MagicWizardsHat() ); reward = cont; } else { BaseWeapon weapon; switch ( Utility.Random( 6 ) ) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } weapon.Slayer = SlayerName.Undead; BaseRunicTool.ApplyAttributesTo( weapon, 3, 20, 40 ); reward = weapon; } if ( !player.PlaceInBackpack( reward ) ) { reward.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } else if ( dropped is QuestDaemonBone ) { QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBoneObjective ) ); if ( obj != null && !obj.Completed ) { Container cont = GetNewContainer(); cont.DropItem( new BankCheck( 2000 ) ); cont.DropItem( new EnchantedSextant() ); if ( !player.PlaceInBackpack( cont ) ) { cont.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } } } return base.OnDragDrop( from, dropped ); }
public override bool OnDragDrop( Mobile from, Item dropped ) { // trigger returns true if returnoverride if (XmlScript.HasTrigger(this, TriggerName.onDragDrop) && UberScriptTriggers.Trigger(this, from, TriggerName.onDragDrop, dropped)) return true; PlayerMobile player = from as PlayerMobile; if ( player != null ) { QuestSystem qs = player.Quest; if ( qs is UzeraanTurmoilQuest ) { if ( dropped is UzeraanTurmoilHorn ) { if ( player.Young ) { UzeraanTurmoilHorn horn = (UzeraanTurmoilHorn)dropped; if ( horn.Charges < 10 ) { SayTo( from, 1049384 ); // I have recharged the item for you. horn.Charges = 10; } else { SayTo( from, 1049385 ); // That doesn't need recharging yet. } } else { player.SendLocalizedMessage( 1114333 ); //You must be young to have this item recharged. } return false; } if ( dropped is SchmendrickScrollOfPower ) { QuestObjective obj = qs.FindObjective( typeof( ReturnScrollOfPowerObjective ) ); if ( obj != null && !obj.Completed ) { Container cont = GetNewContainer(); cont.DropItem( new TreasureMap( player.Young ? 0 : 1, Map.Felucca ) ); cont.DropItem( new Shovel() ); cont.DropItem( new UzeraanTurmoilHorn() ); if ( !player.PlaceInBackpack( cont ) ) { cont.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } else if ( dropped is QuestFertileDirt ) { QuestObjective obj = qs.FindObjective( typeof( ReturnFertileDirtObjective ) ); if ( obj != null && !obj.Completed ) { Container cont = GetNewContainer(); if ( player.Profession == 2 ) // magician { cont.DropItem( new BlackPearl( 20 ) ); cont.DropItem( new Bloodmoss( 20 ) ); cont.DropItem( new Garlic( 20 ) ); cont.DropItem( new Ginseng( 20 ) ); cont.DropItem( new MandrakeRoot( 20 ) ); cont.DropItem( new Nightshade( 20 ) ); cont.DropItem( new SulfurousAsh( 20 ) ); cont.DropItem( new SpidersSilk( 20 ) ); for ( int i = 0; i < 3; i++ ) cont.DropItem( Loot.RandomScroll( 0, 23, SpellbookType.Regular ) ); } else { cont.DropItem( new Gold( 300 ) ); cont.DropItem( new Bandage( 25 ) ); for ( int i = 0; i < 5; i++ ) cont.DropItem( new LesserHealPotion() ); } if ( !player.PlaceInBackpack( cont ) ) { cont.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } else if ( dropped is QuestDaemonBlood ) { QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBloodObjective ) ); if ( obj != null && !obj.Completed ) { Item reward; if ( player.Profession == 2 ) // magician { Container cont = GetNewContainer(); cont.DropItem( new ExplosionScroll( 4 ) ); cont.DropItem( new MagicWizardsHat() ); reward = cont; } else { BaseWeapon weapon; switch ( Utility.Random( 6 ) ) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } int damageLevel = BaseCreature.RandomMinMaxScaled(2, 4); if (PseudoSeerStone.Instance != null && PseudoSeerStone.Instance._HighestDamageLevelSpawn < damageLevel) { damageLevel = PseudoSeerStone.Instance._HighestDamageLevelSpawn; } weapon.DamageLevel = (WeaponDamageLevel)damageLevel; weapon.AccuracyLevel = (WeaponAccuracyLevel)BaseCreature.RandomMinMaxScaled( 2, 4 ); weapon.DurabilityLevel = (WeaponDurabilityLevel)BaseCreature.RandomMinMaxScaled( 2, 4 ); weapon.Slayer = SlayerName.Silver; reward = weapon; } if ( !player.PlaceInBackpack( reward ) ) { reward.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } else if ( dropped is QuestDaemonBone ) { QuestObjective obj = qs.FindObjective( typeof( ReturnDaemonBoneObjective ) ); if ( obj != null && !obj.Completed ) { Container cont = GetNewContainer(); cont.DropItem( new BankCheck( 2000 ) ); cont.DropItem( new EnchantedSextant() ); if ( !player.PlaceInBackpack( cont ) ) { cont.Delete(); player.SendLocalizedMessage( 1046260 ); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return false; } else { dropped.Delete(); obj.Complete(); return true; } } } } } return base.OnDragDrop( from, dropped ); }
public KhaldunZealot(): base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 0x190; Title = "the Knight"; Hue = 0; SetStr(767, 945); SetDex(66, 75); SetInt(46, 70); SetHits(476, 552); SetDamage(20, 25); SetSkill( SkillName.Wrestling, 70.1, 80.0 ); SetSkill( SkillName.Swords, 120.1, 130.0 ); SetSkill( SkillName.Anatomy, 120.1, 130.0 ); SetSkill(SkillName.MagicResist, 125.1, 140.0); SetSkill( SkillName.Tactics, 90.1, 100.0 ); Fame = 10000; Karma = -10000; VirtualArmor = 40; VikingSword weapon = new VikingSword(); weapon.Hue = 0x835; weapon.Identified = true; weapon.Movable = false; AddItem(Immovable(weapon)); MetalShield shield = new MetalShield(); shield.Hue = 0x835; shield.Identified = true; shield.Movable = false; AddItem( Immovable(shield) ); BoneHelm helm = new BoneHelm(); helm.Hue = 0x835; helm.Identified = true; AddItem( Immovable(helm )); BoneArms arms = new BoneArms(); arms.Hue = 0x835; arms.Identified = true; AddItem( Immovable(arms) ); BoneGloves gloves = new BoneGloves(); gloves.Hue = 0x835; gloves.Identified = true; AddItem( Immovable(gloves) ); BoneChest tunic = new BoneChest(); tunic.Hue = 0x835; tunic.Identified = true; AddItem( Immovable(tunic) ); BoneLegs legs = new BoneLegs(); legs.Hue = 0x835; legs.Identified = true; AddItem( Immovable(legs) ); AddItem( new Boots() ); }
public FighterPeacemaker() : base(AIType.AI_Melee, 1) { SetStr(220, 300); SetDex(40, 60); SetInt(40, 60); Item weapon; switch (Utility.Random(6)) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } AddItem(weapon); AddItem(new MetalShield()); SetDamageType(ResistanceType.Physical, 100); SetSkill(SkillName.Tactics, 70.1, 95.0); SetSkill(SkillName.Swords, 70.1, 100.0); SetSkill(SkillName.Fencing, 65.1, 100.0); SetSkill(SkillName.MagicResist, 80.1, 110.0); SetSkill(SkillName.Macing, 75.1, 100.0); SetSkill(SkillName.Wrestling, 65.1, 100.0); SetSkill(SkillName.Parry, 70.1, 100.0); SetSkill(SkillName.Healing, 65.1, 75.0); SetSkill(SkillName.Anatomy, 80.1, 90.0); }
public DreadLord() : base( AIType.AI_SphereMelee, FightMode.Closest, 10, 1, 0.1, 0.1 ) { SpeechHue = 0; Hue = Utility.RandomSkinHue(); Body = 0x190; Name = "Dread Lord"; SetStr( 200, 250 ); SetDex( 100, 150 ); SetInt( 71, 85 ); SetHits( 200, 250 ); SetDex( 100, 150 ); SetInt( 71, 85 ); SetDamage( 10, 20 ); SetSkill( SkillName.Parry, 75.0, 98.0 ); SetSkill( SkillName.Poisoning, 90.0, 100.0 ); SetSkill( SkillName.MagicResist, 65.0, 88.0 ); SetSkill( SkillName.Swords, 80.0, 95.0 ); SetSkill( SkillName.Tactics, 80.0, 98.0 ); SetSkill( SkillName.Wrestling, 67.0, 90.0 ); SetSkill( SkillName.DetectHidden, 90.0, 100.0 ); Fame = 6000; Karma = -10000; VirtualArmor = 30; Item temp; temp = new PlateGloves(); temp.Movable = false; AddItem( temp ); temp = new PlateHelm(); temp.Movable = false; AddItem( temp ); temp = new PlateArms(); temp.Movable = false; AddItem( temp ); temp = new PlateGorget(); temp.Movable = false; AddItem( temp ); temp = new PlateLegs(); temp.Movable = false; AddItem( temp ); temp = new PlateChest(); temp.Movable = false; AddItem( temp ); temp = new VikingSword(); temp.Movable = false; AddItem( temp ); temp = new Cloak(); temp.Hue = 0x0020; temp.Movable = true; AddItem( temp ); temp = new BodySash(); temp.Hue = 0x0020; temp.Movable = true; AddItem( temp ); temp = new HalfApron(); temp.Hue = 0x0020; temp.Movable = false; AddItem( temp ); AddItem( new KrisnaHair( Utility.RandomHairHue() ) ); Spellbook book = new Spellbook(); book.Content = ulong.MaxValue; book.LootType = LootType.Regular; AddItem(book); }
public BaseShieldGuard() : base(AIType.AI_Melee, FightMode.Agressor, 14, 1, 0.8, 1.6) { Job = JobFragment.guard; Female = Utility.RandomBool(); Body = Female ? 401 : 400; Name = NameList.RandomName( Female ? "female" : "male" ); Hue = Utility.RandomSkinHue(); SetStr( 9000 ); SetDex( 9000 ); SetInt( 9000 ); Karma = 100; SetSkill( SkillName.Tactics, 90.1, 100 ); SetSkill( SkillName.MagicResist, 90.1, 100 ); SetSkill( SkillName.Parry, 90.1, 100 ); SetSkill( SkillName.Swords, 90.1, 100 ); SetSkill( SkillName.Macing, 90.1, 100 ); SetSkill( SkillName.Fencing, 90.1, 100 ); SetSkill( SkillName.Wrestling, 90.1, 100 ); SetSkill( SkillName.DetectHidden, 90.1, 100 ); SetSkill( SkillName.Forensics, 90.1, 100 ); Item item = null; if ( !Female ) { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair( item.Hue ); item = new Shirt(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new ShortPants(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new PlateChest(); AddItem( item ); item = new PlateLegs(); AddItem( item ); item = new PlateArms(); AddItem( item ); item = new Tunic(); item.Hue = Utility.RandomRedHue(); AddItem( item ); } else { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = new Shirt(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new Skirt(); item.Hue = Utility.RandomNondyedHue(); AddItem( item ); item = new PlateChest(); AddItem( item ); item = new PlateLegs(); AddItem( item ); item = new PlateArms(); AddItem( item ); item = new Tunic(); item.Hue = Utility.RandomRedHue(); AddItem( item ); } VikingSword weapon = new VikingSword(); weapon.Movable = false; AddItem( weapon ); BaseShield shield = Shield; shield.Movable = false; AddItem( shield ); PackGold( 15, 100 ); }
public KhaldunZealot(): base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Body = 0x190; Name = "Zealot of Khaldun"; Title = "the Knight"; Hue = 0; SetStr( 351, 400 ); SetDex( 151, 165 ); SetInt( 76, 100 ); SetHits( 448, 470 ); SetDamage( 15, 25 ); SetDamageType( ResistanceType.Physical, 75 ); SetDamageType( ResistanceType.Cold, 25 ); SetResistance( ResistanceType.Physical, 35, 45 ); SetResistance( ResistanceType.Fire, 25, 30 ); SetResistance( ResistanceType.Cold, 50, 60 ); SetResistance( ResistanceType.Poison, 25, 35 ); SetResistance( ResistanceType.Energy, 25, 35 ); SetSkill( SkillName.Wrestling, 70.1, 80.0 ); SetSkill( SkillName.Swords, 120.1, 130.0 ); SetSkill( SkillName.Anatomy, 120.1, 130.0 ); SetSkill( SkillName.MagicResist, 90.1, 100.0 ); SetSkill( SkillName.Tactics, 90.1, 100.0 ); Fame = 10000; Karma = -10000; VirtualArmor = 40; VikingSword weapon = new VikingSword(); weapon.Hue = 0x835; weapon.Movable = false; AddItem( weapon ); MetalShield shield = new MetalShield(); shield.Hue = 0x835; shield.Movable = false; AddItem( shield ); BoneHelm helm = new BoneHelm(); helm.Hue = 0x835; AddItem( helm ); BoneArms arms = new BoneArms(); arms.Hue = 0x835; AddItem( arms ); BoneGloves gloves = new BoneGloves(); gloves.Hue = 0x835; AddItem( gloves ); BoneChest tunic = new BoneChest(); tunic.Hue = 0x835; AddItem( tunic ); BoneLegs legs = new BoneLegs(); legs.Hue = 0x835; AddItem( legs ); AddItem( new Boots() ); }
//AIType, Fight Mode, Range Perception, Fighting Range, Active Speed, Passive Speed public VampireLord() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "Vampire Lord"; Body = 0x0190; Hue = 0x497; SetStr( 750 ); SetDex( 400, 500 ); SetInt( 200, 250 ); SetHits( 350, 400 ); SetStam( 250, 300 ); SetMana( 250, 300 ); SetDamage( 20, 40 ); SetSkill( SkillName.Poisoning, 90.0, 100.0 ); SetSkill( SkillName.Tactics, 90.0, 98.0 ); SetSkill( SkillName.MagicResist, 75.0, 88.0 ); SetSkill( SkillName.Parry, 85.0, 98.0 ); SetSkill( SkillName.Wrestling, 67.0, 90.0 ); SetSkill( SkillName.DetectHidden, 90.0, 100.0 ); SetSkill( SkillName.Swords, 90.0, 95.0 ); SetSkill( SkillName.Magery, 95.0, 100.0 ); SetSkill(SkillName.EvalInt, 95.0, 100.0); Fame = 3000; Karma = -10000; VirtualArmor = 40; Item temp = new PlateGloves {Movable = false, Hue = 0x0492, Name = "Vampire Plate Gauntlets"}; AddItem( temp ); temp = new PlateArms {Hue = 0x0492, Movable = false, Name = "Vampire Plate Arms"}; AddItem( temp ); temp = new PlateGorget {Movable = false, Hue = 0x0492, Name = "Vampire Plate Gorget"}; AddItem( temp ); temp = new PlateLegs {Movable = false, Hue = 0x0492, Name = "Vampire Plate Legs"}; AddItem( temp ); temp = new PlateChest {Movable = false, Hue = 0x0492, Name = "Vampire Plate Chest"}; AddItem( temp ); temp = new PlateHelm {Movable = false, Hue = 0x0492, Name = "Vampire Plate Helm"}; AddItem( temp ); temp = new BodySash {Movable = false, Hue = 0x1, Name = "Vampire Sash"}; AddItem( temp ); temp = new Cloak {Movable = false, Hue = 0x1}; AddItem( temp ); BaseArmor tarm; if (Utility.RandomDouble() < 0.3) { switch (Utility.Random(6)) { case 0: tarm = new PlateGloves {Hue = 0x492, Name = "Vampire Plate Gauntlets"}; break; case 1: tarm = new PlateArms {Hue = 0x492, Name = "Vampire Plate Arms"}; break; case 2: tarm = new PlateChest {Hue = 0x492, Name = "Vampire Plate Chest"}; break; case 3: tarm = new PlateHelm {Hue = 0x492, Name = "Vampire Plate Helm"}; break; case 4: tarm = new PlateLegs {Hue = 0x492, Name = "Vampire Plate Legs"}; break; default: tarm = new PlateGorget {Hue = 0x492, Name = "Vampire Plate Gorget"}; break; } tarm.ProtectionLevel = (ArmorProtectionLevel) Utility.RandomMinMax(0, 5); AddItem(tarm); } BaseSword twep; switch( Utility.Random( 8 ) ) { case 0: twep = new Broadsword(); break; case 1: twep = new Cutlass(); break; case 2: twep = new Scimitar(); break; case 3: twep = new Katana(); break; case 4: twep = new Kryss(); break; case 5: twep = new Longsword(); break; case 6: twep = new ThinLongsword(); break; default: twep = new VikingSword(); break; } switch( Utility.Random( 3 ) ) { case 0: twep.DamageLevel = WeaponDamageLevel.Might; break; case 1: twep.DamageLevel = WeaponDamageLevel.Force; break; case 2: twep.DamageLevel = WeaponDamageLevel.Power; break; } AddItem( twep ); }
public WhisperingHollowChest1() : base(0xE43) { Name = "a treasure chest -50-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 50; LockLevel = 50; MaxLockLevel = 80; /////////////////////////////////// Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(45, 450))); } /////////////////////////////////////// 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(25, 50); 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 ElvenShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50); } DropItem(shield1); } if (Utility.RandomDouble() < 0.05) { BaseShield shield2 = new InfantryShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50); } DropItem(shield2); } if (Utility.RandomDouble() < 0.05) { BaseShield shield3 = new SpiderShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50); } DropItem(shield3); } 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); } }
public BaseShieldGuard() : base(AIType.AI_Melee, FightMode.Aggressor, 14, 1, 0.8, 1.6) { this.InitStats(1000, 1000, 1000); this.Title = "the guard"; this.SpeechHue = Utility.RandomDyedHue(); this.Hue = Utility.RandomSkinHue(); if (this.Female = Utility.RandomBool()) { this.Body = 0x191; this.Name = NameList.RandomName("female"); this.AddItem(new FemalePlateChest()); this.AddItem(new PlateArms()); this.AddItem(new PlateLegs()); switch( Utility.Random(2) ) { case 0: this.AddItem(new Doublet(Utility.RandomNondyedHue())); break; case 1: this.AddItem(new BodySash(Utility.RandomNondyedHue())); break; } switch( Utility.Random(2) ) { case 0: this.AddItem(new Skirt(Utility.RandomNondyedHue())); break; case 1: this.AddItem(new Kilt(Utility.RandomNondyedHue())); break; } } else { this.Body = 0x190; this.Name = NameList.RandomName("male"); this.AddItem(new PlateChest()); this.AddItem(new PlateArms()); this.AddItem(new PlateLegs()); switch( Utility.Random(3) ) { case 0: this.AddItem(new Doublet(Utility.RandomNondyedHue())); break; case 1: this.AddItem(new Tunic(Utility.RandomNondyedHue())); break; case 2: this.AddItem(new BodySash(Utility.RandomNondyedHue())); break; } } Utility.AssignRandomHair(this); if (Utility.RandomBool()) Utility.AssignRandomFacialHair(this, this.HairHue); VikingSword weapon = new VikingSword(); weapon.Movable = false; this.AddItem(weapon); BaseShield shield = this.Shield; shield.Movable = false; this.AddItem(shield); this.PackGold(250, 500); this.Skills[SkillName.Anatomy].Base = 120.0; this.Skills[SkillName.Tactics].Base = 120.0; this.Skills[SkillName.Swords].Base = 120.0; this.Skills[SkillName.MagicResist].Base = 120.0; this.Skills[SkillName.DetectHidden].Base = 100.0; }
public KingLeonidas() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "King Leonidas"; Body = 400; Hue = 1020; SetStr( 3020, 4000 ); SetDex( 800 ); SetInt( 160, 200 ); SetHits( 900, 1000 ); SetDamage( 25, 35 ); SetSkill( SkillName.MagicResist, 200.0 ); SetSkill( SkillName.Tactics, 200.0 ); SetSkill( SkillName.Wrestling, 200.0 ); new Horse().Rider = this; VikingSword weapon = new VikingSword(); weapon.Hue = 2125; weapon.Movable = false; AddItem( weapon ); WoodenKiteShield shield = new WoodenKiteShield(); shield.Hue = 2125; shield.Movable = false; AddItem( shield ); Circlet helm = new Circlet(); helm.Hue = 2125; helm.Movable = false; AddItem( helm ); PlateArms arms = new PlateArms(); arms.Hue = 2125; AddItem( arms ); PlateGloves gloves = new PlateGloves(); gloves.Hue = 2125; AddItem( gloves ); ChainChest tunic = new ChainChest(); tunic.Hue = 2125; AddItem( tunic ); ChainLegs legs = new ChainLegs(); legs.Hue = 2125; AddItem( legs ); AddItem( new Boots() ); HairItemID = 0x203C; // Short Hair HairHue = 742; Fame = 0; Karma = 0; VirtualArmor = 90; PackArmor( 1, 20 ); }
public DreadLordCaptain() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.1, 0.1 ) { SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Body = 0x190; Name = "Dread Lord Captain"; SetStr( 400 ); SetDex( 200, 250 ); SetInt( 200, 250 ); SetHits( 350, 400 ); SetStam( 200, 250 ); SetMana( 200, 250 ); SetDamage( 10, 20 ); SetSkill( SkillName.Parry, 85.0, 98.0 ); SetSkill( SkillName.Wrestling, 67.0, 90.0 ); SetSkill( SkillName.Magery, 90.0, 100.0 ); SetSkill( SkillName.Poisoning, 90.0, 100.0 ); SetSkill( SkillName.MagicResist, 65.0, 88.0 ); SetSkill( SkillName.Swords, 90.0, 95.0 ); SetSkill( SkillName.Tactics, 90.0, 98.0 ); Fame = 7500; Karma = -10000; VirtualArmor = 40; Item temp; temp = new PlateGloves(); temp.Movable = false; AddItem( temp ); temp = new PlateHelm(); temp.Movable = false; AddItem( temp ); temp = new PlateArms(); temp.Movable = false; AddItem( temp ); temp = new PlateGorget(); temp.Movable = false; AddItem( temp ); temp = new PlateLegs(); temp.Movable = false; AddItem( temp ); temp = new PlateChest(); temp.Movable = false; AddItem( temp ); temp = new VikingSword(); temp.Movable = false; AddItem( temp ); temp = new Cloak(); temp.Hue = 0x0493; temp.Movable = true; AddItem( temp ); temp = new BodySash(); temp.Hue = 0x0493; temp.Movable = true; AddItem( temp ); temp = new HalfApron(); temp.Hue = 0x1; temp.Movable = false; AddItem( temp ); Item hair = new Item( Utility.RandomList( 0x203B, 0x2049, 0x2048, 0x204A ) ); hair.Hue = Utility.RandomNondyedHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); //PackGold(800, 1200); PackGem( 4 ); }
public DungeonGuard() : base( AIType.AI_Melee ) { Name = NameList.RandomName( "male" ); Title = "the Guard"; Fame = 5000; Karma = -5000; Hue = 1175; BodyValue = 400;; SetStr( 150 ); SetDex( 100 ); SetInt( 200 ); SetHits( 1000 ); SetSkill( SkillName.MagicResist, 200.0 ); SetSkill( SkillName.Tactics, 100.0 ); SetSkill( SkillName.Swords, 120.0 ); SetSkill( SkillName.DetectHidden, 100.0, 120.0 ); PlateArms a = new PlateArms(); a.Hue = 1109; a.LootType = LootType.Blessed; AddItem( a ); Cloak c = new Cloak(); c.Hue = 1157; c.LootType = LootType.Blessed; AddItem( c ); BodySash b = new BodySash(); b.Hue = 1157; b.LootType = LootType.Blessed; AddItem( b ); PlateGloves g = new PlateGloves(); g.Hue = 1109; g.LootType = LootType.Blessed; AddItem( g ); PlateLegs l = new PlateLegs(); l.Hue = 1109; l.LootType = LootType.Blessed; AddItem( l ); PlateChest t = new PlateChest(); t.Hue = 1109; t.LootType = LootType.Blessed; AddItem( t ); PlateGorget n = new PlateGorget(); n.Hue = 1109; n.LootType = LootType.Blessed; AddItem( n ); PlateHelm h = new PlateHelm(); h.Hue = 1109; h.LootType = LootType.Blessed; AddItem( h ); VikingSword w = new VikingSword(); w.Hue = 1109; w.Movable = false; w.LootType = LootType.Blessed; AddItem( w ); ChaosShield s = new ChaosShield(); s.Hue = 1109; s.Movable = false; s.LootType = LootType.Blessed; AddItem( s ); }
public Junin() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.175, 0.3) { Name = "Junin Pince"; //Title= ""; Hue= 2221; Body = 400; SpeechHue= 2305; BaseSoundID = 0; Team = 0; //new EtherealHorse().Rider = this; SetStr( 275, 375); SetDex( 190, 225); SetInt( 0, 0); SetHits(330, 475); SetSkill( SkillName.Tactics, 100.7, 100.4); SetSkill( SkillName.MagicResist, 150.4, 150.7); 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 VikingSword = new VikingSword(); VikingSword.Movable=false; VikingSword.Hue=1249; EquipItem( VikingSword ); Item ChaosShield = new ChaosShield(); ChaosShield.Movable=false; ChaosShield.Hue=1253; EquipItem( ChaosShield ); //Item BoneHelm = new BoneHelm(); //BoneHelm.Movable=false; //BoneHelm.Hue=38; //EquipItem( BoneHelm ); Item HoodedShroudOfShadows = new HoodedShroudOfShadows(); HoodedShroudOfShadows.Movable=false; HoodedShroudOfShadows.Hue=1249; HoodedShroudOfShadows.Name="death shroud"; EquipItem( HoodedShroudOfShadows ); Item PlateGloves = new PlateGloves(); PlateGloves.Movable=false; PlateGloves.Hue=1; EquipItem( PlateGloves ); //Item LongPants = new LongPants(); //LongPants.Movable=false; //LongPants.Hue=1; //EquipItem( LongPants ); Item Sandals = new Sandals(); Sandals.Movable=false; Sandals.Hue=1; EquipItem( Sandals ); //Item Cloak = new Cloak(); //Cloak.Movable=false; //Cloak.Hue=0xFFFF; //EquipItem( Cloak ); Item hair = new Item( 0x203B); hair.Hue = 2306; hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); PackGold( 400, 3000); PackArmor( 0, 5 ); PackWeapon( 0, 5 ); PackArmor( 0, 2 ); PackWeapon( 0, 2 ); switch ( Utility.Random( 2 )) { case 0: PackItem( new JuninSoul() ); break; } }
public StoneBurrowMinesBossChest() : base(0xE43) { Name = "a treasure chest -60-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 60; LockLevel = 60; MaxLockLevel = 80; /////////////////////////////////// Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(350, 500))); } /////////////////////////////////////// Jewelry if (Utility.RandomDouble() < 0.04) { DropItem(new Agate()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Beryl()); } if (Utility.RandomDouble() < 0.04) { DropItem(new ChromeDiopside()); } if (Utility.RandomDouble() < 0.04) { DropItem(new FireOpal()); } if (Utility.RandomDouble() < 0.04) { DropItem(new MoonstoneCustom()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Onyx()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Opal()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Pearl()); } if (Utility.RandomDouble() < 0.04) { DropItem(new TurquoiseCustom()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Bloodstone()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Citrine()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Demantoid()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Jasper()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Lolite()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Lupis()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Peridot()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Tsavorite()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Zircon()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Amber()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Amethyst()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Andalusite()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Chrysoberyl()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Garnet()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Jade()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Mandarin()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Morganite()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Paraiba()); } if (Utility.RandomDouble() < 0.02) { DropItem(new TigerEye()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Tourmaline()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Alexandrite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Ametrine()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Kunzite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Ruby()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Sapphire()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Tanzanite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Topaz()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Zultanite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Diamond()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Emerald()); } if (Utility.RandomDouble() < 0.01) { DropItem(new PinkQuartz()); } if (Utility.RandomDouble() < 0.01) { DropItem(new StarSapphire()); } /////////////////////////////////////// Supplies switch (Utility.Random(18)) { case 0: DropItem(new Board(80)); break; case 1: DropItem(new BoltOfCloth(80)); break; case 2: DropItem(new Bottle(80)); break; case 3: DropItem(new CopperWire(80)); break; case 4: DropItem(new Cotton(80)); break; case 5: DropItem(new DarkYarn(80)); break; case 6: DropItem(new Feather(80)); break; case 7: DropItem(new Flax(80)); break; case 8: DropItem(new Gears(80)); break; case 9: DropItem(new GoldWire(80)); break; case 10: DropItem(new IronIngot(80)); break; case 11: DropItem(new IronWire(80)); break; case 12: DropItem(new Leather(80)); break; case 13: DropItem(new LightYarn(80)); break; case 14: DropItem(new Shaft(80)); break; case 15: DropItem(new SilverWire(80)); break; case 16: DropItem(new SpoolOfThread(80)); break; case 17: DropItem(new Springs(80)); break; case 18: DropItem(new Wool(80)); break; } switch (Utility.Random(5)) { case 0: DropItem(new ArcaneStone(25)); break; case 1: DropItem(new BeetleEgg(25)); break; case 2: DropItem(new DragonScale(25)); break; case 3: DropItem(new FishScale(25)); break; case 4: DropItem(new SerpentScale(25)); break; } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.RandomMinMax(50, 100); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.05) { DropItem(new SackFlour()); } if (Utility.RandomDouble() < 0.15) { DropItem(new PowerCrystal()); } if (Utility.RandomDouble() < 0.15) { DropItem(new BlackGear(Utility.Random(10, 15))); } if (Utility.RandomDouble() < 0.15) { DropItem(new BronzeGear(Utility.Random(10, 15))); } if (Utility.RandomDouble() < 0.15) { DropItem(new CrimsonGear(Utility.Random(10, 15))); } /////////////////////////////////////// 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() < 0.10) { BaseHat hat = Loot.RandomHat(true); BaseRunicTool.ApplyAttributesTo(hat, 3, 12, 15); DropItem(hat); } if (Utility.RandomDouble() < 0.10) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 3, 12, 15); DropItem(clothing); } if (Utility.RandomDouble() < 0.10) { BaseShield shield1 = new ElvenShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50); } DropItem(shield1); } if (Utility.RandomDouble() < 0.10) { BaseShield shield2 = new InfantryShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50); } DropItem(shield2); } if (Utility.RandomDouble() < 0.10) { BaseShield shield3 = new SpiderShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50); } DropItem(shield3); } if (Utility.RandomDouble() < 0.10) { BaseShield shield4 = new GrassShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50); } DropItem(shield4); } if (Utility.RandomDouble() < 0.10) { BaseJewel bracelet = new SilverBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 3, 12, 15); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.10) { BaseJewel earrings = new SilverEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 3, 12, 15); } DropItem(earrings); } if (Utility.RandomDouble() < 0.10) { BaseJewel necklace = new SilverNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 3, 12, 15); } DropItem(necklace); } if (Utility.RandomDouble() < 0.10) { BaseJewel ring = new SilverRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 3, 12, 15); } DropItem(ring); } }
public CrookedGuard() : base( AIType.AI_Melee, FightMode.Agressor, 20, 1, 1.5, 3.0 ) { InitStats( 500, 200, 200 ); Title = "the Crooked Guard"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); if ( Female = Utility.RandomBool() ) { Body = 0x191; Name = NameList.RandomName( "female" ); AddItem( new FemalePlateChest() ); AddItem( new PlateArms() ); AddItem( new PlateLegs() ); switch( Utility.Random( 2 ) ) { case 0: AddItem( new Doublet( Utility.RandomNondyedHue() ) ); break; case 1: AddItem( new BodySash( Utility.RandomNondyedHue() ) ); break; } switch( Utility.Random( 2 ) ) { case 0: AddItem( new Skirt( Utility.RandomNondyedHue() ) ); break; case 1: AddItem( new Kilt( Utility.RandomNondyedHue() ) ); break; } } else { Body = 0x190; Name = NameList.RandomName( "male" ); AddItem( new PlateChest() ); AddItem( new PlateArms() ); AddItem( new PlateLegs() ); switch( Utility.Random( 3 ) ) { case 0: AddItem( new Doublet( Utility.RandomNondyedHue() ) ); break; case 1: AddItem( new Tunic( Utility.RandomNondyedHue() ) ); break; case 2: AddItem( new BodySash( Utility.RandomNondyedHue() ) ); break; } } 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 ); if( Utility.RandomBool() && !this.Female ) { 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 ); } VikingSword weapon = new VikingSword(); weapon.Movable = false; AddItem( weapon ); HeaterShield shield = new HeaterShield(); shield.Movable = false; AddItem( shield ); PackGold( 250, 500 ); Skills[SkillName.Anatomy].Base = 120.0; Skills[SkillName.Tactics].Base = 120.0; Skills[SkillName.Swords].Base = 120.0; Skills[SkillName.MagicResist].Base = 120.0; Skills[SkillName.DetectHidden].Base = 100.0; }
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 override void OnResponse( NetState state, RelayInfo info ) //Function for GumpButtonType.Reply Buttons { Mobile from = state.Mobile; PlayerMobile pm = from as PlayerMobile; PlayerModule module = pm.PlayerModule; m_cost = 50;//MOD COST OF WEAPON HERE!! Item wep = from.FindItemOnLayer( Layer.FirstValid ); Item weps = from.FindItemOnLayer( Layer.TwoHanded ); Container pack = from.Backpack; if ( wep !=null ) pack.TryDropItem( from, wep, false ); if ( weps !=null ) pack.TryDropItem( from, weps, false ); switch ( info.ButtonID ) { case 0: //Cancel { from.SendMessage( "You decide against spending your skill points." ); //from.SendGump( new LevelGump( from ) ); break; } case 1: //Katana { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Katana kat = new Katana(); ( ( Item )kat ).Name = "Katana [Level Item]"; kat.Identified = true;//Prevents others from being used in the upgrading! kat.LootType = LootType.Blessed; from.EquipItem( kat ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 2: //Broad Sword { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Broadsword bs = new Broadsword(); bs.Identified = true; bs.Name = "Broadsword"; bs.LootType = LootType.Blessed; from.EquipItem( bs ); from.SendMessage( 102, "You chose a Broadsword" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 3: //Scimitar { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Scimitar sc = new Scimitar(); sc.Identified = true; sc.Name = "Scimitar"; sc.LootType = LootType.Blessed; from.EquipItem( sc ); from.SendMessage( 102, "You chose a Scimitar" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 4: //Viking sword { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; VikingSword vs = new VikingSword(); vs.Identified = true; vs.Name = "Vikingsword"; vs.LootType = LootType.Blessed; from.EquipItem( vs ); from.SendMessage( 102, "You chose a Viking Sword" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 5: //Halberd { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Halberd hb = new Halberd(); hb.Identified = true; hb.Name = "Halberd"; hb.LootType = LootType.Blessed; from.EquipItem( hb ); from.SendMessage( 102, "You chose a Halberd" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 6: //Bardiche { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Bardiche bd = new Bardiche(); bd.Identified = true; bd.Name = "Bardiche"; bd.LootType = LootType.Blessed; from.EquipItem( bd ); from.SendMessage( 102, "You chose a Bardiche" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 7: //Double Axe { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; DoubleAxe da = new DoubleAxe(); da.Identified = true; da.Name = "Double Axe"; da.LootType = LootType.Blessed; from.EquipItem( da ); from.SendMessage( 102, "You chose a Double Axe" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 8: //Large Battle Axe { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; LargeBattleAxe lba = new LargeBattleAxe(); lba.Identified = true; lba.Name = "Large Battle Axe"; lba.LootType = LootType.Blessed; from.EquipItem( lba ); from.SendMessage( 102, "You chose a Large Battle Axe" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 9: //Axe { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Axe a = new Axe(); a.Identified = true; a.Name = "Axe"; a.LootType = LootType.Blessed; from.EquipItem( a ); from.SendMessage( 102, "You chose an Axe" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 10: //Kryss { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Kryss k = new Kryss(); k.Identified = true; k.Name = "Kryss"; k.LootType = LootType.Blessed; from.EquipItem( k ); from.SendMessage( 102, "You chose a Kryss" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 11: //War Fork { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; WarFork wf = new WarFork(); wf.Identified = true; wf.Name = "War Fork"; wf.LootType = LootType.Blessed; from.EquipItem( wf ); from.SendMessage( 102, "You chose a War Fork" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 12: //Dagger { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Dagger d = new Dagger(); d.Identified = true; d.Name = "Dagger"; d.LootType = LootType.Blessed; from.EquipItem( d ); from.SendMessage( 102, "You chose a Dagger" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 13: //Pike { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Pike p = new Pike(); p.Identified = true; p.Name = "Pike"; p.LootType = LootType.Blessed; from.EquipItem( p ); from.SendMessage( 102, "You chose a Pike" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 14: //Short Spear { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; ShortSpear ss = new ShortSpear(); ss.Identified = true; ss.Name = "Short Spear"; ss.LootType = LootType.Blessed; from.EquipItem( ss ); from.SendMessage( 102, "You chose a Short Spear" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 15: //Long Spear { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Spear ls = new Spear(); ls.Identified = true; ls.Name = "Long Spear"; ls.LootType = LootType.Blessed; from.EquipItem( ls ); from.SendMessage( 102, "You chose a Long Spear" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 16: //Pitchfork { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Pitchfork p = new Pitchfork(); p.Identified = true; p.Name = "Pitchfork"; p.LootType = LootType.Blessed; from.EquipItem( p ); from.SendMessage( 102, "You chose a Pitchfork" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 17: //lance { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Lance l = new Lance(); l.Identified = true; l.Name = "Lance"; l.LootType = LootType.Blessed; from.EquipItem( l ); from.SendMessage( 102, "You chose a Lance" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 18: //Sai's { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Sai s = new Sai(); s.Identified = true; s.Name = "Sai"; s.LootType = LootType.Blessed; from.EquipItem( s ); from.SendMessage( 102, "You chose Sai's" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 19: //War Mace { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; WarMace wm = new WarMace(); wm.Identified = true; wm.Name = "War Mace"; wm.LootType = LootType.Blessed; from.EquipItem( wm ); from.SendMessage( 102, "You chose a War Mace" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 20: //War Hammer { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; WarHammer wh = new WarHammer(); wh.Identified = true; wh.Name = "War Hammer"; wh.LootType = LootType.Blessed; from.EquipItem( wh ); from.SendMessage( 102, "You chose a War Hammer" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 21: //Maul { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Maul w = new Maul(); w.Identified = true; w.Name = "Maul"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Maul" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 22: //Club { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Club w = new Club(); w.Identified = true; w.Name = "Club"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Club" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 23: //Q Staff { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; QuarterStaff w = new QuarterStaff(); w.Identified = true; w.Name = "Quarter Staff"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Quarter Staff" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 24: //G Staff { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; GnarledStaff w = new GnarledStaff(); w.Identified = true; w.Name = "Gnarled Staff"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Gnarled Staff" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 25: //B Staff { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; BlackStaff w = new BlackStaff(); w.Identified = true; w.Name = "BlackStaff"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Black Staff" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 26: //Hammer Pick { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; HammerPick w = new HammerPick(); w.Identified = true; w.Name = "Hammer Pick"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Hammer Pick" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 27: //War Axe { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; WarAxe w = new WarAxe(); w.Identified = true; w.Name = "War Axe"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a War Axe" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 28: //Bow { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Bow w = new Bow(); w.Identified = true; w.Name = "Bow"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Bow" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 29: //Composite Bow { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; CompositeBow w = new CompositeBow(); w.Identified = true; w.Name = "Composite Bow"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Composite Bow" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 30: //Crossbow { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Crossbow w = new Crossbow(); w.Identified = true; w.Name = "Crossbow"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Crossbow" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 31: //Heavy Crossbow { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; HeavyCrossbow w = new HeavyCrossbow(); w.Identified = true; w.Name = "Heavy Crossbow"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Heavy Crossbow" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 32: //Repeating Crossbow { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; RepeatingCrossbow w = new RepeatingCrossbow(); w.Identified = true; w.Name = "Repeating Crossbow"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Repeating Crossbow" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } case 33: //Yumi { if ( module.SkillPts < m_cost ) from.SendMessage( 37, "Not enough skill points!" ); else { module.SkillPts -= m_cost; Yumi w = new Yumi(); w.Identified = true; w.Name = "Yumi"; w.LootType = LootType.Blessed; from.EquipItem( w ); from.SendMessage( 102, "You chose a Yumi" ); } from.SendGump( new WepUpgradeGump( from ) ); break; } } }
public Vampire() : base( AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Hue = 0x497; Body = 0x190; Name = "Vampire"; SetStr( 450 ); SetDex( 200, 300 ); SetInt( 150, 200 ); SetHits( 200, 300 ); SetStam( 200, 300 ); SetMana( 150, 200 ); SetDamage( 10, 20 ); SetSkill( SkillName.Parry, 75.0, 80.0 ); SetSkill( SkillName.Poisoning, 90.0, 100.0 ); SetSkill( SkillName.MagicResist, 75.0, 88.0 ); SetSkill( SkillName.Swords, 75.0, 85.0 ); SetSkill( SkillName.Tactics, 80.0, 90.0 ); SetSkill( SkillName.Wrestling, 67.0, 80.0 ); SetSkill( SkillName.Magery, 65.0, 80.0 ); SetSkill(SkillName.EvalInt, 75.0, 85.0); Fame = 4000; Karma = -4000; VirtualArmor = 20; Item temp = new PlateGloves {Movable = false, Hue = 0x0590, Name = "Vampire Plate Gauntlets"}; AddItem( temp ); temp = new PlateArms {Hue = 0x0845, Movable = false, Name = "Vampire Plate Arms"}; AddItem( temp ); temp = new PlateGorget {Movable = false, Hue = 0x0590, Name = "Vampire Plate Gorget"}; AddItem( temp ); temp = new PlateLegs {Movable = false, Hue = 0x0590, Name = "Vampire Plate Legs"}; AddItem( temp ); temp = new PlateChest {Movable = false, Hue = 0x0590, Name = "Vampire Plate Chest"}; AddItem( temp ); temp = new Cloak( 0x1 ) {Movable = false}; AddItem( temp ); HairItemID = 8252; HairHue = Utility.RandomHairHue(); BaseSword twep; switch( Utility.Random( 8 ) ) { case 0: twep = new Broadsword(); break; case 1: twep = new Cutlass(); break; case 2: twep = new Scimitar(); break; case 3: twep = new Katana(); break; case 4: twep = new Kryss(); break; case 5: twep = new Longsword(); break; case 6: twep = new ThinLongsword(); break; default: twep = new VikingSword(); break; } switch( Utility.Random( 3 ) ) { case 0: twep.DamageLevel = WeaponDamageLevel.Ruin; break; case 1: twep.DamageLevel = WeaponDamageLevel.Might; break; case 2: twep.DamageLevel = WeaponDamageLevel.Force; break; } AddItem( twep ); }
public override void InitOutfit() { WipeLayers(); BoneArms arms = new BoneArms(); arms.Hue = 0x3A8; arms.LootType = LootType.Blessed; AddItem( arms ); BoneGloves gloves = new BoneGloves(); gloves.Hue = 0x3A8; gloves.LootType = LootType.Blessed; AddItem( gloves ); BoneChest tunic = new BoneChest(); tunic.Hue = 0x3A8; tunic.LootType = LootType.Blessed; AddItem( tunic ); BoneLegs legs = new BoneLegs(); legs.Hue = 0x3A8; legs.LootType = LootType.Blessed; AddItem( legs ); BoneHelm helm = new BoneHelm(); helm.Hue = 0x3A8; helm.LootType = LootType.Blessed; AddItem( helm ); AddItem( new Shoes() ); AddItem( new Buckler()); VikingSword weapon = new VikingSword(); weapon.Movable = true; AddItem( weapon ); }
public DragonKnightSwordAndShield() : base( AIType.AI_Melee, FightMode.Evil, 10, 1, 0.2, 0.4 ) { Title = "a DragonKnight Swordsman"; Name = NameList.RandomName( "male" ); Body = 0x191; Hue = 33805; Female = false; SetStr( 1025, 1425 ); SetDex( 81, 148 ); SetInt( 475, 675 ); Fame = 1000; Karma = 1000; SetHits( 1000, 2000 ); SetDamage( 24, 33 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 60, 85 ); SetResistance(ResistanceType.Fire, 65, 90); SetResistance(ResistanceType.Cold, 40, 55); SetResistance( ResistanceType.Poison, 40, 60 ); SetResistance( ResistanceType.Energy, 50, 75 ); SetSkill( SkillName.Archery, 100, 140 ); SetSkill( SkillName.Tactics, 100, 140 ); SetSkill( SkillName.MagicResist, 100, 140 ); SetSkill( SkillName.Tactics, 100, 140 ); SetSkill( SkillName.Wrestling, 100, 140 ); SetSkill( SkillName.Swords, 100, 140 ); SetSkill( SkillName.Magery, 100, 140 ); SetSkill( SkillName.Focus, 100, 140 ); VirtualArmor = 80; VikingSword vikingsword = new VikingSword(); vikingsword.Movable = false; AddItem(vikingsword); OrderShield ordershield = new OrderShield(); ordershield.Movable = false; AddItem(ordershield); //AddItem(new Bolt(100)); HumilityCloak cloak = new HumilityCloak(); cloak.Movable = false; AddItem(cloak); SpiritualityHelm spiritualityhelm = new SpiritualityHelm(); spiritualityhelm.Movable = false; AddItem(spiritualityhelm); HonestyGorget honestygorget = new HonestyGorget(); honestygorget.Movable = false; AddItem(honestygorget); JusticeBreastplate justicebreastplate = new JusticeBreastplate(); justicebreastplate.Movable = false; AddItem(justicebreastplate); BodySash bodysash = new BodySash(); bodysash.Movable = false; bodysash.Name = "Royal DragonKnight"; AddItem(bodysash); CompassionArms compassionarms = new CompassionArms(); compassionarms.Movable = false; AddItem(compassionarms); ValorGauntlets valorgauntlets = new ValorGauntlets(); valorgauntlets.Movable = false; AddItem(valorgauntlets); HonorLegs honorlegs = new HonorLegs(); honorlegs.Movable = false; AddItem(honorlegs); SacrificeSollerets sacrificesollerets = new SacrificeSollerets(); sacrificesollerets.Movable = false; AddItem(sacrificesollerets); // PlateChest chest = new PlateChest(); // chest.Movable = false; // chest.Hue = 137; // AddItem(chest); VampiriacSteed vampiriacsteed = new VampiriacSteed(); vampiriacsteed.Hue = 2219; //horse.Hits = 200; //horse.Karma = 500; vampiriacsteed.Rider = this; //new VampiriacSteed().Rider = this; vikingsword.Hue = 253; ordershield.Hue = 253; cloak.Hue = 253; spiritualityhelm.Hue = 2406; honestygorget.Hue = 2406; justicebreastplate.Hue = 2406; bodysash.Hue = 253; compassionarms.Hue = 2406; valorgauntlets.Hue = 2406; honorlegs.Hue = 2406; sacrificesollerets.Hue = 2406; }
public BaseShieldGuard() : base(AIType.AI_Melee, FightMode.Aggressor, 14, 1, 0.8, 1.6) { InitStats(1000, 1000, 1000); Title = "the guard"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); PendingStatloss = new List<HeadTurnInObj>(); PendingStatlossTimer = new InternalTimer(); if (Female == Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); AddItem(new FemalePlateChest()); AddItem(new PlateArms()); AddItem(new PlateLegs()); switch (Utility.Random(2)) { case 0: AddItem(new Doublet(Utility.RandomNondyedHue())); break; case 1: AddItem(new BodySash(Utility.RandomNondyedHue())); break; } switch (Utility.Random(2)) { case 0: AddItem(new Skirt(Utility.RandomNondyedHue())); break; case 1: AddItem(new Kilt(Utility.RandomNondyedHue())); break; } } else { Body = 0x190; Name = NameList.RandomName("male"); AddItem(new PlateChest()); AddItem(new PlateArms()); AddItem(new PlateLegs()); switch (Utility.Random(3)) { case 0: AddItem(new Doublet(Utility.RandomNondyedHue())); break; case 1: AddItem(new Tunic(Utility.RandomNondyedHue())); break; case 2: AddItem(new BodySash(Utility.RandomNondyedHue())); break; } } Utility.AssignRandomHair(this); if (Utility.RandomBool()) { Utility.AssignRandomFacialHair(this, HairHue); } var weapon = new VikingSword { Movable = false }; AddItem(weapon); BaseShield shield = Shield; shield.Movable = false; AddItem(shield); PackGold(250, 300); Skills[SkillName.Anatomy].Base = 120.0; Skills[SkillName.Tactics].Base = 120.0; Skills[SkillName.Swords].Base = 120.0; Skills[SkillName.MagicResist].Base = 120.0; Skills[SkillName.DetectHidden].Base = 100.0; }
public Deathknight() : base( AIType.AI_Necro, FightMode.Aggressor, 10, 1, 0.2, 0.4 ) { Title = "the deathknight"; SpeechHue = Utility.RandomDyedHue(); Hue = 0; Name = NameList.RandomName( "daemon" ); SetStr( 306, 430 ); SetDex( 271, 350 ); SetInt( 250, 355 ); SetHits ( 2200 ); if ( Female = Utility.RandomBool() ) { Body = 0x191; } else { Body = 0x190; } new SkeletalMount().Rider = this; PlateChest chest = new PlateChest(); chest.LootType = LootType.Blessed; chest.Hue = 1175; AddItem( chest ); PlateArms arms = new PlateArms(); arms.LootType = LootType.Blessed; arms.Hue = 1175; AddItem( arms ); PlateGloves gloves = new PlateGloves(); gloves.LootType = LootType.Blessed; gloves.Hue = 1175; AddItem( gloves ); PlateGorget gorget = new PlateGorget(); gorget.LootType = LootType.Blessed; gorget.Hue = 1175; AddItem( gorget ); PlateLegs legs = new PlateLegs(); legs.LootType = LootType.Blessed; legs.Hue = 1175; AddItem( legs ); Cloak cloak = new Cloak(); cloak.LootType = LootType.Blessed; cloak.Hue = 1175; AddItem( cloak ); DeathknightsHelm helm = new DeathknightsHelm(); helm.LootType = LootType.Blessed; AddItem( helm ); switch ( Utility.Random( 4 )) { case 0: LargeBattleAxe battleaxe = new LargeBattleAxe(); battleaxe.Movable = false; battleaxe.Crafter = this; battleaxe.Hue = 1175; battleaxe.Quality = WeaponQuality.Exceptional; AddItem( battleaxe ); break; case 1: DoubleAxe doubleaxe = new DoubleAxe(); doubleaxe.Movable = false; doubleaxe.Crafter = this; doubleaxe.Hue = 1175; doubleaxe.Quality = WeaponQuality.Exceptional; AddItem( doubleaxe ); break; case 2: Broadsword broadsword = new Broadsword(); broadsword.Movable = false; broadsword.Crafter = this; broadsword.Hue = 1175; broadsword.Quality = WeaponQuality.Exceptional; AddItem( broadsword ); break; case 3: VikingSword vikingsword = new VikingSword(); vikingsword.Movable = false; vikingsword.Crafter = this; vikingsword.Hue = 1175; vikingsword.Quality = WeaponQuality.Exceptional; AddItem( vikingsword ); break; } if (Utility.RandomDouble() <= 0.40) PackItem( new DeathknightsHelm() ); PackGold( 980, 1400 ); Skills[SkillName.Anatomy].Base = 120.0; Skills[SkillName.Tactics].Base = 120.0; Skills[SkillName.Swords].Base = 120.0; Skills[SkillName.Necromancy].Base = 120.0; Skills[SkillName.SpiritSpeak].Base = 120.0; Skills[SkillName.MagicResist].Base = 120.0; Skills[SkillName.Lumberjacking].Base = 100.0; }