public SpectralArmour() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 637; Hue = 0x8026; Name = "spectral armour"; Buckler buckler = new Buckler(); buckler.Hue = 0x835; buckler.Movable = true; BaseRunicTool.ApplyAttributesTo(buckler, 5, 25, 35); AddItem(buckler); ChainCoif coif = new ChainCoif(); coif.Hue = 0x835; coif.Movable = true; BaseRunicTool.ApplyAttributesTo(coif, 5, 25, 35); AddItem(coif); PlateGloves gloves = new PlateGloves(); gloves.Hue = 0x835; gloves.Movable = true; BaseRunicTool.ApplyAttributesTo(gloves, 5, 25, 35); AddItem(gloves); SetStr(101, 110); SetDex(101, 110); SetInt(101, 110); SetHits(578, 601); SetStam(191, 200); SetDamage(10, 22); SetDamageType(ResistanceType.Physical, 75); SetDamageType(ResistanceType.Cold, 25); SetResistance(ResistanceType.Physical, 35, 45); SetResistance(ResistanceType.Fire, 20, 30); SetResistance(ResistanceType.Cold, 30, 40); SetResistance(ResistanceType.Poison, 20, 30); SetResistance(ResistanceType.Energy, 20, 30); SetSkill(SkillName.Wrestling, 75.1, 100.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.MagicResist, 90.1, 100); Fame = 7000; Karma = -7000; FlyTimer.FlyList.Add(this); }
public TikTok() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Body = 637; Hue = 0x8026; Name = "tik tok"; Buckler buckler = new Buckler(); ChainCoif coif = new ChainCoif(); PlateGloves gloves = new PlateGloves(); buckler.Hue = 0x835; buckler.Movable = false; coif.Hue = 0x835; gloves.Hue = 0x835; AddItem(buckler); AddItem(coif); AddItem(gloves); SetStr(101, 110); SetDex(101, 110); SetInt(101, 110); SetHits(178, 201); SetStam(191, 200); SetDamage(10, 22); SetDamageType(ResistanceType.Physical, 75); SetDamageType(ResistanceType.Cold, 25); SetResistance(ResistanceType.Physical, 35, 45); SetResistance(ResistanceType.Fire, 20, 30); SetResistance(ResistanceType.Cold, 30, 40); SetResistance(ResistanceType.Poison, 20, 30); SetResistance(ResistanceType.Energy, 20, 30); SetSkill(SkillName.Wrestling, 75.1, 100.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.MagicResist, 90.1, 100); VirtualArmor = 40; Fame = 7000; Karma = -7000; FlyTimer.FlyList.Add(this); }
public SpectralArmour() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Body = 637; this.Hue = 0x8026; this.Name = "spectral armour"; Buckler buckler = new Buckler(); ChainCoif coif = new ChainCoif(); PlateGloves gloves = new PlateGloves(); buckler.Hue = 0x835; buckler.Movable = false; coif.Hue = 0x835; gloves.Hue = 0x835; this.AddItem(buckler); this.AddItem(coif); this.AddItem(gloves); this.SetStr(101, 110); this.SetDex(101, 110); this.SetInt(101, 110); this.SetHits(178, 201); this.SetStam(191, 200); this.SetDamage(10, 22); this.SetDamageType(ResistanceType.Physical, 75); this.SetDamageType(ResistanceType.Cold, 25); this.SetResistance(ResistanceType.Physical, 35, 45); this.SetResistance(ResistanceType.Fire, 20, 30); this.SetResistance(ResistanceType.Cold, 30, 40); this.SetResistance(ResistanceType.Poison, 20, 30); this.SetResistance(ResistanceType.Energy, 20, 30); this.SetSkill(SkillName.Wrestling, 75.1, 100.0); this.SetSkill(SkillName.Tactics, 90.1, 100.0); this.SetSkill(SkillName.MagicResist, 90.1, 100); this.VirtualArmor = 40; this.Fame = 7000; this.Karma = -7000; }
public override void InitOutfit() { Item item = null; item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair(item.Hue); item = new PlateChest(); AddItem(item); item = new PlateLegs(); AddItem(item); item = new PlateArms(); AddItem(item); item = new PlateGloves(); AddItem(item); switch (Utility.Random(6)) { case 0: item = new PlateHelm(); break; case 1: item = new ChainCoif(); break; case 2: item = new CloseHelm(); break; case 3: item = new Bascinet(); break; case 4: item = new NorseHelm(); break; case 5: default: item = new Helmet(); break; } AddItem(item); item = new Tunic(); item.Hue = Utility.RandomNondyedHue(); AddItem(item); item = new PlateGorget(); AddItem(item); item = new DoubleAxe(); AddItem(item); PackGold(15, 100); }
public SpectralArmour() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 637; Hue = 0x8026; Buckler buckler = new Buckler(); ChainCoif coif = new ChainCoif(); PlateGloves gloves = new PlateGloves(); buckler.Hue = 0x835; buckler.Movable = false; coif.Hue = 0x835; gloves.Hue = 0x835; AddItem(buckler); AddItem(coif); AddItem(gloves); SetStr(309, 333); SetDex(99, 106); SetInt(101, 110); SetDamageType(ResistanceType.Physical, 75); SetDamageType(ResistanceType.Cold, 25); SetResistance(ResistanceType.Physical, 35, 45); SetResistance(ResistanceType.Fire, 20, 30); SetResistance(ResistanceType.Cold, 30, 40); SetResistance(ResistanceType.Poison, 20, 30); SetResistance(ResistanceType.Energy, 20, 30); SetSkill(SkillName.Wrestling, 75.1, 100.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.MagicResist, 90.1, 100); VirtualArmor = 40; Fame = 7000; Karma = -7000; }
public SpectralArmour() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 637; Hue = 0x8026; Alignment = Alignment.Undead; Buckler buckler = new Buckler(); ChainCoif coif = new ChainCoif(); PlateGloves gloves = new PlateGloves(); buckler.Hue = 0x835; buckler.Movable = false; coif.Hue = 0x835; gloves.Hue = 0x835; AddItem(Immovable(buckler)); AddItem(Immovable(coif)); AddItem(Immovable(gloves)); SetStr(101, 110); SetDex(101, 110); SetInt(101, 110); SetHits(178, 201); SetStam(191, 200); SetDamage(10, 22); SetSkill(SkillName.Wrestling, 75.1, 100.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.MagicResist, 90.1, 100); VirtualArmor = 40; Fame = 7000; Karma = -7000; }
public HireFighter() { Female = Utility.RandomBool(); Body = Female ? 401 : 400; Title = "the fighter"; Name = NameList.RandomName(Female ? "female" : "male"); Hue = Utility.RandomSkinHue(); SetStr(11, 88); SetDex(11, 88); SetInt(7, 49); Karma = Utility.RandomMinMax(13, -45); SetSkill(SkillName.Tactics, 45, 67.5); SetSkill(SkillName.MagicResist, 45, 67.5); SetSkill(SkillName.Parry, 45, 67.5); SetSkill(SkillName.Swords, 45, 67.5); SetSkill(SkillName.Macing, 45, 67.5); SetSkill(SkillName.Fencing, 45, 67.5); SetSkill(SkillName.Wrestling, 45, 67.5); SetSkill(SkillName.ArmsLore, 42.5, 65); Item item = null; if (!Female) { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair(item.Hue); item = new StuddedChest(); AddItem(item); item = new StuddedLegs(); AddItem(item); item = new StuddedArms(); AddItem(item); item = new StuddedGloves(); AddItem(item); switch (Utility.Random(6)) { case 0: item = new PlateHelm(); break; case 1: item = new ChainCoif(); break; case 2: item = new CloseHelm(); break; case 3: item = new Bascinet(); break; case 4: item = new NorseHelm(); break; case 5: default: item = new Helmet(); break; } AddItem(item); item = new StuddedGorget(); AddItem(item); item = Loot.RandomWeapon(); AddItem(item); if (item.Layer == Layer.OneHanded) { item = new WoodenShield(); AddItem(item); } } else { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = new StuddedChest(); AddItem(item); item = new StuddedLegs(); AddItem(item); item = new StuddedArms(); AddItem(item); item = new StuddedGloves(); AddItem(item); switch (Utility.Random(6)) { case 0: item = new PlateHelm(); break; case 1: item = new ChainCoif(); break; case 2: item = new CloseHelm(); break; case 3: item = new Bascinet(); break; case 4: item = new NorseHelm(); break; case 5: default: item = new Helmet(); break; } AddItem(item); item = new StuddedGorget(); AddItem(item); item = Loot.RandomWeapon(); AddItem(item); if (item.Layer == Layer.OneHanded) { item = new WoodenShield(); AddItem(item); } } }
public Mercenary() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.45, 0.8) { Female = Utility.RandomBool(); Body = Female ? 401 : 400; Title = "the mercenary"; Name = NameList.RandomName(Female ? "female" : "male"); Hue = Utility.RandomSkinHue(); SetStr(25, 88); SetDex(25, 88); SetInt(37, 49); Karma = Utility.RandomMinMax(13, -45); SetSkill(SkillName.Tactics, 45, 67.5); SetSkill(SkillName.MagicResist, 45, 67.5); SetSkill(SkillName.Parry, 45, 67.5); SetSkill(SkillName.Swords, 45, 67.5); SetSkill(SkillName.Macing, 45, 67.5); SetSkill(SkillName.Fencing, 45, 67.5); SetSkill(SkillName.Wrestling, 45, 67.5); SetSkill(SkillName.ArmsLore, 42.5, 65); Item item = null; if (!Female) { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair(item.Hue); switch (Utility.Random(5)) { case 0: item = new PlateChest(); break; case 1: item = new ChainChest(); break; case 2: item = new StuddedChest(); break; case 3: item = new RingmailChest(); break; case 4: default: item = new LeatherChest(); break; } AddItem(item); switch (Utility.Random(5)) { case 0: item = new PlateLegs(); break; case 1: item = new ChainLegs(); break; case 2: item = new StuddedLegs(); break; case 3: item = new RingmailLegs(); break; case 4: default: item = new LeatherLegs(); break; } AddItem(item); switch (Utility.Random(4)) { case 0: item = new PlateArms(); break; case 1: item = new RingmailArms(); break; case 2: item = new StuddedArms(); break; case 3: default: item = new LeatherArms(); break; } AddItem(item); switch (Utility.Random(3)) { case 0: item = new PlateGloves(); break; case 1: item = new StuddedGloves(); break; case 2: default: item = new LeatherGloves(); break; } AddItem(item); switch (Utility.Random(6)) { case 0: item = new PlateHelm(); break; case 1: item = new ChainCoif(); break; case 2: item = new CloseHelm(); break; case 3: item = new Bascinet(); break; case 4: item = new NorseHelm(); break; case 5: default: item = new Helmet(); break; } AddItem(item); switch (Utility.Random(7)) { case 0: item = new BronzeShield(); break; case 1: item = new Buckler(); break; case 2: item = new HeaterShield(); break; case 3: item = new MetalKiteShield(); break; case 4: item = new MetalShield(); break; case 5: item = new WoodenKiteShield(); break; case 6: default: item = new WoodenShield(); break; } AddItem(item); switch (Utility.Random(4)) { case 0: item = new PlateGorget(); break; case 1: item = new StuddedGorget(); break; default: case 2: item = new LeatherGorget(); break; } AddItem(item); item = Loot.RandomWeapon(); AddItem(item); PackGold(15, 100); } else { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); switch (Utility.Random(5)) { case 0: item = new PlateChest(); break; case 1: item = new ChainChest(); break; case 2: item = new StuddedChest(); break; case 3: item = new RingmailChest(); break; case 4: default: item = new LeatherChest(); break; } AddItem(item); switch (Utility.Random(5)) { case 0: item = new PlateLegs(); break; case 1: item = new ChainLegs(); break; case 2: item = new StuddedLegs(); break; case 3: item = new RingmailLegs(); break; case 4: default: item = new LeatherLegs(); break; } AddItem(item); switch (Utility.Random(3)) { case 0: item = new PlateGloves(); break; case 1: item = new StuddedGloves(); break; case 2: default: item = new LeatherGloves(); break; } AddItem(item); switch (Utility.Random(6)) { case 0: item = new PlateHelm(); break; case 1: item = new ChainCoif(); break; case 2: item = new CloseHelm(); break; case 3: item = new Bascinet(); break; case 4: item = new NorseHelm(); break; case 5: default: item = new Helmet(); break; } AddItem(item); switch (Utility.Random(7)) { case 0: item = new BronzeShield(); break; case 1: item = new Buckler(); break; case 2: item = new HeaterShield(); break; case 3: item = new MetalKiteShield(); break; case 4: item = new MetalShield(); break; case 5: item = new WoodenKiteShield(); break; case 6: default: item = new WoodenShield(); break; } AddItem(item); switch (Utility.Random(4)) { case 0: item = new PlateGorget(); break; case 1: item = new StuddedGorget(); break; default: case 2: item = new LeatherGorget(); break; } AddItem(item); item = Loot.RandomWeapon(); AddItem(item); PackGold(15, 100); } }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static Item CreateMetalArmor(string gender) { Item item = null; int nType = Utility.RandomMinMax(0, 26); switch (nType) { case 0: item = new ChainCoif(); item.Name = "chainmail coif"; break; case 1: item = new ChainChest(); item.Name = "chainmail tunic"; break; case 2: item = new ChainLegs(); item.Name = "chainmail leggings"; break; case 3: item = new RingmailChest(); item.Name = "ringmail tunic"; break; case 4: item = new RingmailLegs(); item.Name = "ringmail leggings"; break; case 5: item = new RingmailArms(); item.Name = "ringmail sleeves"; break; case 6: item = new RingmailGloves(); item.Name = "ringmail gloves"; break; case 7: item = new PlateGorget(); item.Name = "platemail gorget"; break; case 8: item = new PlateLegs(); item.Name = "platemail leggings"; break; case 9: item = new PlateArms(); item.Name = "platemail arms"; break; case 10: item = new PlateGloves(); item.Name = "platemail gauntlets"; break; case 11: item = new PlateChest(); item.Name = "platemail tunic"; if (gender == "female" || Utility.RandomMinMax(0, 3) == 1) { item = new FemalePlateChest(); item.Name = "platemail tunic"; } break; case 12: case 13: switch (Utility.RandomMinMax(0, 4)) { case 0: item = new PlateHelm(); item.Name = "platemail helm"; break; case 1: item = new CloseHelm(); item.Name = "close helm"; break; case 2: item = new Helmet(); item.Name = "helmet"; break; case 3: item = new NorseHelm(); item.Name = "norse helm"; break; case 4: item = new Bascinet(); item.Name = "bascinet"; break; } break; case 14: item = new ChainHatsuburi(); item.Name = "chainmail hatsuburi"; break; case 15: item = new PlateHatsuburi(); item.Name = "platemail hatsuburi"; break; case 16: item = new LightPlateJingasa(); item.Name = "platemail jingasa"; break; case 17: item = new HeavyPlateJingasa(); item.Name = "platemail jingasa"; break; case 18: item = new SmallPlateJingasa(); item.Name = "platemail jingasa"; break; case 19: item = new DecorativePlateKabuto(); item.Name = "platemail kabuto"; break; case 20: item = new PlateBattleKabuto(); item.Name = "platemail kabuto"; break; case 21: item = new StandardPlateKabuto(); item.Name = "platemail kabuto"; break; case 22: item = new PlateDo(); item.Name = "platemail do"; break; case 23: item = new PlateHiroSode(); item.Name = "platemail hiro sade"; break; case 24: item = new PlateSuneate(); item.Name = "platemail suneate"; break; case 25: item = new PlateHaidate(); item.Name = "platemail haidate"; break; case 26: item = new ChainHatsuburi(); item.Name = "chainmail hatsuburi"; break; } return(item); }
public Warrior() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.45, 0.8) { Female = Utility.RandomBool(); Body = Female ? 401 : 400; Title = "the warrior"; Name = NameList.RandomName(Female ? "female" : "male"); Hue = Utility.RandomSkinHue(); SetStr(18, 88); SetDex(18, 88); SetInt(13, 49); Karma = Utility.RandomMinMax(13, -45); SetSkill(SkillName.Tactics, 45, 67.5); SetSkill(SkillName.MagicResist, 45, 67.5); SetSkill(SkillName.Parry, 45, 67.5); SetSkill(SkillName.Swords, 45, 67.5); SetSkill(SkillName.Macing, 45, 67.5); SetSkill(SkillName.Fencing, 45, 67.5); SetSkill(SkillName.Wrestling, 45, 67.5); SetSkill(SkillName.ArmsLore, 42.5, 65); Item item = null; if (!Female) { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair(item.Hue); item = new RingmailChest(); AddItem(item); item = new RingmailLegs(); AddItem(item); item = new RingmailArms(); AddItem(item); item = new RingmailGloves(); AddItem(item); item = new ChainCoif(); AddItem(item); item = new PlateGorget(); AddItem(item); item = new WoodenShield(); AddItem(item); item = new Broadsword(); AddItem(item); PackGold(15, 100); } else { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = new RingmailChest(); AddItem(item); item = new RingmailLegs(); AddItem(item); item = new RingmailArms(); AddItem(item); item = new RingmailGloves(); AddItem(item); item = new ChainCoif(); AddItem(item); item = new PlateGorget(); AddItem(item); item = new WoodenShield(); AddItem(item); item = new Broadsword(); AddItem(item); PackGold(15, 100); } }