public async Task <IActionResult> Edit(int id, [Bind("Id,Name,SamuraiId")] Katana katana) { if (id != katana.Id) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(katana); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!KatanaExists(katana.Id)) { return(NotFound()); } else { throw; } } return(RedirectToAction("Details", "Samurais", new { id = katana.SamuraiId })); } ViewData["SamuraiId"] = new SelectList(_context.Samurais, "Id", "Id", katana.SamuraiId); return(RedirectToAction("Details", "Samurais", new { id = katana.SamuraiId })); }
public DummySword() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Swordsman int iHue = 20 + Team * 40; // int jHue = 25 + Team * 40; // Skills and Stats this.InitStats(125, 125, 90); this.Skills[SkillName.Swords].Base = 120; this.Skills[SkillName.Anatomy].Base = 120; this.Skills[SkillName.Healing].Base = 120; this.Skills[SkillName.Tactics].Base = 120; this.Skills[SkillName.Parry].Base = 120; // Name this.Name = "Swordsman"; // Equip Katana kat = new Katana(); kat.Crafter = this; kat.Movable = true; kat.Quality = WeaponQuality.Regular; AddItem(kat); Boots bts = new Boots(); bts.Hue = iHue; AddItem(bts); ChainChest cht = new ChainChest(); cht.Movable = false; cht.LootType = LootType.Newbied; cht.Crafter = this; cht.Quality = ArmorQuality.Regular; AddItem(cht); ChainLegs chl = new ChainLegs(); chl.Movable = false; chl.LootType = LootType.Newbied; chl.Crafter = this; chl.Quality = ArmorQuality.Regular; AddItem(chl); PlateArms pla = new PlateArms(); pla.Movable = false; pla.LootType = LootType.Newbied; pla.Crafter = this; pla.Quality = ArmorQuality.Regular; AddItem(pla); Bandage band = new Bandage(50); AddToBackpack(band); }
public KeeperofthePowerScrolls() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = " Keeper of the PowerScrolls"; Body = 400; BaseSoundID = 0x4FB; Hue = 1072; SetStr(300); SetDex(300); SetInt(300); SetHits(600, 700); SetDamage(30, 35); SetDamageType(ResistanceType.Physical, 60); SetDamageType(ResistanceType.Fire, 60); SetDamageType(ResistanceType.Cold, 60); SetDamageType(ResistanceType.Poison, 60); SetDamageType(ResistanceType.Energy, 60); SetResistance(ResistanceType.Physical, 50); SetResistance(ResistanceType.Fire, 45); SetResistance(ResistanceType.Cold, 45); SetResistance(ResistanceType.Poison, 45); SetResistance(ResistanceType.Energy, 50); SetSkill(SkillName.EvalInt, 125.1, 130.0); SetSkill(SkillName.Magery, 125.1, 130.0); SetSkill(SkillName.Meditation, 125.1, 130.0); SetSkill(SkillName.MagicResist, 140.5, 170.0); SetSkill(SkillName.Tactics, 125.1, 130.0); SetSkill(SkillName.Wrestling, 125.1, 130.0); Fame = 20000; Karma = -20000; VirtualArmor = 60; AddItem(new HoodedShroudOfShadows()); Katana weapon = new Katana(); weapon.Hue = 1153; weapon.Movable = false; AddItem(weapon); Tamable = false; PackGem(); PackGem(); PackPotion(); PackGold(3000, 5000); PackScroll(2, 8); PackMagicItems(3, 5, 0.95, 0.95); PackMagicItems(4, 5, 0.80, 0.65); PackMagicItems(4, 5, 0.80, 0.65); PackSlayer(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { enemy = animator.GetComponent <Enemy>(); navMeshAgent = enemy.navMeshAgent; katana = enemy.katana; navMeshAgent.isStopped = true; navMeshAgent.enabled = false; }
private PrototypeSingleton(string filename) { string content = File.ReadAllText(filename); JObject obj = JObject.Parse(content); _basicLongSword = new LongSword(obj["LongSword"]); _basicKatana = new Katana(obj["Katana"]); _basicHalberd = new Halberd(obj["Halberd"]); _basicPoleaxe = new Poleaxe(obj["Poleaxe"]); }
public Sensei() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Name = "Sensei"; Body = 400; SetStr(491, 610); SetDex(276, 295); SetInt(331, 350); SetHits(1042, 1068); SetMana(600); SetDamage(21, 31); SetDamageType(ResistanceType.Physical, 85); SetResistance(ResistanceType.Physical, 55, 65); SetResistance(ResistanceType.Fire, 30, 50); SetResistance(ResistanceType.Cold, 50, 65); SetResistance(ResistanceType.Poison, 25, 45); SetResistance(ResistanceType.Energy, 40, 65); SetSkill(SkillName.MagicResist, 130.6, 145.0); SetSkill(SkillName.Tactics, 130.1, 140.0); SetSkill(SkillName.Wrestling, 130.1, 155.0); SetSkill(SkillName.Swords, 130.1, 155.0); SetSkill(SkillName.Parry, 130.1, 155.0); SetSkill(SkillName.Wrestling, 130.1, 155.0); SetSkill(SkillName.EvalInt, 130.1, 155.0); SetSkill(SkillName.Anatomy, 130.1, 155.0); SetSkill(SkillName.Focus, 130.1, 155.0); Fame = 40000; Karma = -10000; VirtualArmor = 40; AddItem(new Hakama(1109)); AddItem(new HakamaShita(1109)); AddItem(new SamuraiTabi()); AddItem(new Bandana(1109)); Katana weapon = new Katana(); weapon.Movable = true; weapon.LootType = LootType.Blessed; weapon.Skill = SkillName.Swords; AddItem(weapon); m_students = new ArrayList(); Timer m_timer = new SenseiFamilyTimer(this); m_timer.Start(); }
public DummySword() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Swordsman var iHue = 20 + Team * 40; var jHue = 25 + Team * 40; // Skills and Stats InitStats(125, 125, 90); Skills.Swords.Base = 120; Skills.Anatomy.Base = 120; Skills.Healing.Base = 120; Skills.Tactics.Base = 120; Skills.Parry.Base = 120; // Equip var kat = new Katana(); kat.Crafter = this; kat.Movable = true; kat.Quality = WeaponQuality.Regular; AddItem(kat); var bts = new Boots(); bts.Hue = iHue; AddItem(bts); var cht = new ChainChest(); cht.Movable = false; cht.LootType = LootType.Newbied; cht.Crafter = this; cht.Quality = ArmorQuality.Regular; AddItem(cht); var chl = new ChainLegs(); chl.Movable = false; chl.LootType = LootType.Newbied; chl.Crafter = this; chl.Quality = ArmorQuality.Regular; AddItem(chl); var pla = new PlateArms(); pla.Movable = false; pla.LootType = LootType.Newbied; pla.Crafter = this; pla.Quality = ArmorQuality.Regular; AddItem(pla); var band = new Bandage(50); AddToBackpack(band); }
public void ChangeMenu(Katana.PauseManager.PauseMenuState state) { if(menuState == state) { this.gameObject.SetActive(true); Katana.PauseManager.Instance.SetMenuList(transform); } else { this.gameObject.SetActive(false); } }
public async Task <IActionResult> Create([Bind("Id,Name,SamuraiId")] Katana katana) { if (ModelState.IsValid) { _context.Add(katana); await _context.SaveChangesAsync(); return(RedirectToAction("Details", "Samurais", new { id = katana.SamuraiId })); } //ViewData["SamuraiId"] = new SelectList(_context.Samurais, "Id", "Id", katana.SamuraiId); return(RedirectToAction("Details", "Samurais", new { id = katana.SamuraiId })); }
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 { Movable = false }; AddItem(shield); SetSkill(SkillName.Swords, 20.0); }
public ChaosDragoonElite() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.15, 0.4) { Name = "a chaos dragoon elite"; Body = 0x190; Hue = Utility.RandomSkinHue(); SetStr(276, 350); SetDex(66, 90); SetInt(126, 150); SetHits(276, 350); SetDamage(29, 34); SetDamageType(ResistanceType.Physical, 100); /*SetResistance(ResistanceType.Physical, 45, 55); * SetResistance(ResistanceType.Fire, 15, 25); * SetResistance(ResistanceType.Cold, 50); * SetResistance(ResistanceType.Poison, 25, 35); * SetResistance(ResistanceType.Energy, 25, 35);*/ SetSkill(SkillName.Tactics, 80.1, 100.0); SetSkill(SkillName.MagicResist, 100.1, 110.0); SetSkill(SkillName.Anatomy, 80.1, 100.0); SetSkill(SkillName.Magery, 85.1, 100.0); SetSkill(SkillName.EvalInt, 85.1, 100.0); SetSkill(SkillName.Swords, 72.5, 95.0); SetSkill(SkillName.Fencing, 85.1, 100); SetSkill(SkillName.Macing, 85.1, 100); Fame = 8000; Karma = -8000; BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } melee.Movable = false; AddItem(melee); }
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, 95); SetSkill(SkillName.Swords, 70, 100); SetSkill(SkillName.Fencing, 65, 100); SetSkill(SkillName.MagicResist, 80, 110); SetSkill(SkillName.Macing, 75, 100); SetSkill(SkillName.Wrestling, 65, 100); SetSkill(SkillName.Parry, 70, 100); SetSkill(SkillName.Healing, 65, 75); SetSkill(SkillName.Anatomy, 80, 90); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { enemy = animator.GetComponent <Enemy>(); navMeshAgent = enemy.navMeshAgent; fieldOfView = enemy.fieldOfView; katana = enemy.katana; navMeshAgent.enabled = true; navMeshAgent.isStopped = false; navMeshAgent.speed = speed; fieldOfView.viewRadius = viewRadius; katana.PutAway(); }
public Student() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Name = "Student"; Body = 400; SetStr(391, 510); SetDex(176, 195); SetInt(231, 250); SetHits(942, 968); SetMana(500); SetDamage(21, 41); SetDamageType(ResistanceType.Physical, 85); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 20, 40); SetResistance(ResistanceType.Cold, 40, 55); SetResistance(ResistanceType.Poison, 15, 35); SetResistance(ResistanceType.Energy, 30, 55); SetSkill(SkillName.MagicResist, 120.6, 135.0); SetSkill(SkillName.Tactics, 120.1, 130.0); SetSkill(SkillName.Wrestling, 120.1, 145.0); SetSkill(SkillName.Swords, 120.1, 145.0); SetSkill(SkillName.Parry, 120.1, 145.0); SetSkill(SkillName.Wrestling, 120.1, 145.0); SetSkill(SkillName.EvalInt, 120.1, 145.0); SetSkill(SkillName.Anatomy, 120.1, 145.0); SetSkill(SkillName.Focus, 120.1, 145.0); Fame = 20000; Karma = -10000; VirtualArmor = 30; AddItem(new TattsukeHakama(1109)); AddItem(new HakamaShita(1150)); AddItem(new SamuraiTabi()); AddItem(new Bandana(1109)); Katana weapon = new Katana(); weapon.Movable = true; weapon.LootType = LootType.Blessed; AddItem(weapon); }
public override void GenerateLoot() { Katana kat = new Katana(); kat.Movable = false; kat.Crafter = this; kat.Quality = WeaponQuality.Exceptional; AddItem( kat ); PackPotion(); PackGold( 200, 250 ); PackScroll( 1, 6 ); PackScroll( 1, 6 ); PackMagicEquipment( 1, 2, 0.20, 0.20 ); // Category 2 MID PackMagicItem( 1, 1, 0.05 ); }
public void SamuraiNoInject() { //arrange Weapon w; Character c; string attackTarget = "bad guy"; //act w = new Katana(); c = new Samurai(w); //assert Assert.IsInstanceOfType(c, typeof(Character)); Assert.IsInstanceOfType(c, typeof(Samurai)); Assert.IsInstanceOfType(c.Weapon, typeof(Katana)); Assert.AreEqual(c.Attack(attackTarget), $"{c.Weapon.Name} hits {attackTarget}"); }
public void SamuraiNoInject() { //Arrange Weapon weapon; Warrior warrior; string attackTarget = "target"; //Act weapon = new Katana(); warrior = new Samurai(weapon); //Assert Assert.IsInstanceOfType(warrior, typeof(Warrior)); Assert.IsInstanceOfType(warrior, typeof(Samurai)); Assert.IsInstanceOfType(warrior.Weapon, typeof(Katana)); Assert.AreEqual(warrior.Attack(attackTarget), $"{warrior.Weapon.Name} hits {attackTarget}"); }
public void SamuraiNoInject() { //Arrange Weapon weapon;; Warrior warrior; string target; //Act weapon = new Katana(); warrior = new Samurai(weapon); //Dependency Samuria gets Katana target = "target"; //Assert Assert.IsInstanceOfType(warrior, typeof(Warrior)); Assert.IsInstanceOfType(warrior, typeof(Samurai)); Assert.IsInstanceOfType(warrior.Weapon, typeof(Katana)); Assert.AreEqual($"{warrior.ToString()} uses {warrior.Weapon.Name} on {target}", warrior.Attack(target)); }
public override void GenerateLoot() { if (Core.UOAI || Core.UOAR) { Katana kat = new Katana(); // Adam: why do we have an unmovable katana? kat.Movable = false; kat.Crafter = this; kat.Quality = WeaponQuality.Exceptional; AddItem(kat); PackPotion(); PackGold(200, 250); PackScroll(1, 6); PackScroll(1, 6); PackMagicEquipment(1, 2, 0.20, 0.20); // Category 2 MID PackMagicItem(1, 1, 0.05); } else { // http://web.archive.org/web/20021015004725/uo.stratics.com/hunters/acidelemental.shtml // 250 - 650 Gold, Magic Items, Gems, Potions, Scrolls if (Core.UOSP || Core.UOMO) { if (Spawning) { PackGold(250, 650); } else { PackMagicStuff(1, 1, 0.05); PackGem(); PackPotion(); PackScroll(1, 6, .9); PackScroll(1, 6, .5); } } else { // runuo standard loot AddLoot(LootPack.Rich); AddLoot(LootPack.Average); } } }
public override void InitOutfit() { WipeLayers(); BoneArms arms = new BoneArms(); AddItem(arms); BoneGloves gloves = new BoneGloves(); AddItem(gloves); BoneChest tunic = new BoneChest(); AddItem(tunic); BoneLegs legs = new BoneLegs(); AddItem(legs); BoneHelm helm = new BoneHelm(); AddItem(helm); AddItem(new Shoes()); Item weapon = null; if (Utility.RandomBool()) { SetSkill(SkillName.Parry, 60, 95); AddItem(new Buckler()); weapon = new Katana(); SetDamage(8, 10); // numbers based on LordGuardian } else { weapon = new ExecutionersAxe(); SetDamage(20, 30); // numbers based on Executioner } weapon.Movable = true; AddItem(weapon); }
private void Awake() { current_fureur = 0; fureur_max = 40; isUtilamteactive = false; ultimate_timing = 20; anim = GetComponent <Animator>(); speedChange = 2; healing = 200; Slider_fureur.maxValue = fureur_max; Slider_fureur.minValue = current_fureur; Slider_fureur.value = current_fureur; ultimate_song = GetComponent <AudioSource>(); ScriptKata = PlayerShooting.getChildGameObject(gameObject, "Katana").GetComponent <Katana>(); Timer_ultimate = PlayerShooting.getChildGameObject(gameObject, "Timer"); Timer_ultimate.SetActive(false); }
public InternalBuyInfo() { Add(new GenericBuyInfo("Dagger", typeof(Dagger), Dagger.GetSBPurchaseValue(), 25, 0xF52, 0)); Add(new GenericBuyInfo("Kryss", typeof(Kryss), Kryss.GetSBPurchaseValue(), 25, 0x1401, 0)); Add(new GenericBuyInfo("War Fork", typeof(WarFork), WarFork.GetSBPurchaseValue(), 25, 0x1405, 0)); Add(new GenericBuyInfo("Short Spear", typeof(ShortSpear), ShortSpear.GetSBPurchaseValue(), 25, 0x1403, 0)); Add(new GenericBuyInfo("Pitchfork", typeof(Pitchfork), Pitchfork.GetSBPurchaseValue(), 25, 0xE87, 0)); Add(new GenericBuyInfo("Spear", typeof(Spear), Spear.GetSBPurchaseValue(), 25, 0xF62, 0)); Add(new GenericBuyInfo("Hammer Pick", typeof(HammerPick), HammerPick.GetSBPurchaseValue(), 25, 0x143D, 0)); Add(new GenericBuyInfo("War Axe", typeof(WarAxe), WarAxe.GetSBPurchaseValue(), 25, 0x13B0, 0)); Add(new GenericBuyInfo("Mace", typeof(Mace), Mace.GetSBPurchaseValue(), 25, 0xF5C, 0)); Add(new GenericBuyInfo("Maul", typeof(Maul), Maul.GetSBPurchaseValue(), 25, 0x143B, 0)); Add(new GenericBuyInfo("WarHammer", typeof(WarHammer), WarHammer.GetSBPurchaseValue(), 25, 0x1439, 0)); Add(new GenericBuyInfo("War Mace", typeof(WarMace), WarMace.GetSBPurchaseValue(), 25, 0x1407, 0)); Add(new GenericBuyInfo("Butcher Knife", typeof(ButcherKnife), ButcherKnife.GetSBPurchaseValue(), 25, 0x13F6, 0)); Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 25, 0xEC4, 0)); Add(new GenericBuyInfo("Cleaver", typeof(Cleaver), Cleaver.GetSBPurchaseValue(), 25, 0xEC3, 0)); Add(new GenericBuyInfo("Cutlass", typeof(Cutlass), Cutlass.GetSBPurchaseValue(), 25, 0x1441, 0)); Add(new GenericBuyInfo("Katana", typeof(Katana), Katana.GetSBPurchaseValue(), 25, 0x13FF, 0)); Add(new GenericBuyInfo("Scimitar", typeof(Scimitar), Scimitar.GetSBPurchaseValue(), 25, 0x13B6, 0)); Add(new GenericBuyInfo("Broadsword", typeof(Broadsword), Broadsword.GetSBPurchaseValue(), 25, 0xF5E, 0)); Add(new GenericBuyInfo("Longsword", typeof(Longsword), Longsword.GetSBPurchaseValue(), 25, 0xF61, 0)); Add(new GenericBuyInfo("Viking Sword", typeof(VikingSword), VikingSword.GetSBPurchaseValue(), 25, 0x13B9, 0)); Add(new GenericBuyInfo("Axe", typeof(Axe), Axe.GetSBPurchaseValue(), 25, 0xF49, 0)); Add(new GenericBuyInfo("Battle Axe", typeof(BattleAxe), BattleAxe.GetSBPurchaseValue(), 25, 0xF47, 0)); Add(new GenericBuyInfo("Double Axe", typeof(DoubleAxe), DoubleAxe.GetSBPurchaseValue(), 25, 0xF4B, 0)); Add(new GenericBuyInfo("Executioner's Axe", typeof(ExecutionersAxe), ExecutionersAxe.GetSBPurchaseValue(), 25, 0xF45, 0)); Add(new GenericBuyInfo("Large Battle Axe", typeof(LargeBattleAxe), LargeBattleAxe.GetSBPurchaseValue(), 25, 0x13FB, 0)); Add(new GenericBuyInfo("Two-Handed Axe", typeof(TwoHandedAxe), TwoHandedAxe.GetSBPurchaseValue(), 25, 0x1443, 0)); Add(new GenericBuyInfo("Bardiche", typeof(Bardiche), Bardiche.GetSBPurchaseValue(), 25, 0xF4D, 0)); Add(new GenericBuyInfo("Halberd", typeof(Halberd), Halberd.GetSBPurchaseValue(), 25, 0x143E, 0)); Add(new GenericBuyInfo("Bow", typeof(Bow), Bow.GetSBPurchaseValue(), 25, 0x13B2, 0)); Add(new GenericBuyInfo("Crossbow", typeof(Crossbow), Crossbow.GetSBPurchaseValue(), 25, 0xF50, 0)); Add(new GenericBuyInfo("Heavy Crossbow", typeof(HeavyCrossbow), HeavyCrossbow.GetSBPurchaseValue(), 25, 0x13FD, 0)); }
public InternalSellInfo() { Add(typeof(Dagger), Dagger.GetSBSellValue()); Add(typeof(Kryss), Kryss.GetSBSellValue()); Add(typeof(WarFork), WarFork.GetSBSellValue()); Add(typeof(ShortSpear), ShortSpear.GetSBSellValue()); Add(typeof(Pitchfork), Pitchfork.GetSBSellValue()); Add(typeof(Spear), Spear.GetSBSellValue()); Add(typeof(HammerPick), HammerPick.GetSBSellValue()); Add(typeof(WarAxe), WarAxe.GetSBSellValue()); Add(typeof(Mace), Mace.GetSBSellValue()); Add(typeof(Maul), Maul.GetSBSellValue()); Add(typeof(WarHammer), WarHammer.GetSBSellValue()); Add(typeof(WarMace), WarMace.GetSBSellValue()); Add(typeof(ButcherKnife), ButcherKnife.GetSBSellValue()); Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue()); Add(typeof(Cleaver), Cleaver.GetSBSellValue()); Add(typeof(Cutlass), Cutlass.GetSBSellValue()); Add(typeof(Katana), Katana.GetSBSellValue()); Add(typeof(Scimitar), Scimitar.GetSBSellValue()); Add(typeof(Broadsword), Broadsword.GetSBSellValue()); Add(typeof(Longsword), Longsword.GetSBSellValue()); Add(typeof(VikingSword), VikingSword.GetSBSellValue()); Add(typeof(Axe), Axe.GetSBSellValue()); Add(typeof(BattleAxe), BattleAxe.GetSBSellValue()); Add(typeof(DoubleAxe), DoubleAxe.GetSBSellValue()); Add(typeof(ExecutionersAxe), ExecutionersAxe.GetSBSellValue()); Add(typeof(LargeBattleAxe), LargeBattleAxe.GetSBSellValue()); Add(typeof(TwoHandedAxe), TwoHandedAxe.GetSBSellValue()); Add(typeof(Bardiche), Bardiche.GetSBSellValue()); Add(typeof(Halberd), Halberd.GetSBSellValue()); Add(typeof(Bow), Bow.GetSBSellValue()); Add(typeof(Crossbow), Crossbow.GetSBSellValue()); Add(typeof(HeavyCrossbow), HeavyCrossbow.GetSBSellValue()); }
public MilitiaFighter() : base(AIType.AI_Melee, FightMode.All | 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 DummyAssassin() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Hybrid Assassin int iHue = 20 + Team * 40; // int jHue = 25 + Team * 40; // Skills and Stats this.InitStats(105, 105, 105); this.Skills[SkillName.Magery].Base = 120; this.Skills[SkillName.EvalInt].Base = 120; this.Skills[SkillName.Swords].Base = 120; this.Skills[SkillName.Tactics].Base = 120; this.Skills[SkillName.Meditation].Base = 120; this.Skills[SkillName.Poisoning].Base = 100; // Name this.Name = "Hybrid Assassin"; // Equip Spellbook book = new Spellbook(); book.Movable = false; book.LootType = LootType.Newbied; book.Content = 0xFFFFFFFFFFFFFFFF; AddToBackpack(book); Katana kat = new Katana(); kat.Movable = false; kat.LootType = LootType.Newbied; kat.Crafter = this; kat.Poison = Poison.Deadly; kat.PoisonCharges = 12; kat.Quality = WeaponQuality.Regular; AddToBackpack(kat); LeatherArms lea = new LeatherArms(); lea.Movable = false; lea.LootType = LootType.Newbied; lea.Crafter = this; lea.Quality = ArmorQuality.Regular; AddItem(lea); LeatherChest lec = new LeatherChest(); lec.Movable = false; lec.LootType = LootType.Newbied; lec.Crafter = this; lec.Quality = ArmorQuality.Regular; AddItem(lec); LeatherGorget leg = new LeatherGorget(); leg.Movable = false; leg.LootType = LootType.Newbied; leg.Crafter = this; leg.Quality = ArmorQuality.Regular; AddItem(leg); LeatherLegs lel = new LeatherLegs(); lel.Movable = false; lel.LootType = LootType.Newbied; lel.Crafter = this; lel.Quality = ArmorQuality.Regular; AddItem(lel); Sandals snd = new Sandals(); snd.Hue = iHue; snd.LootType = LootType.Newbied; AddItem(snd); Cap cap = new Cap(); cap.Hue = iHue; AddItem(cap); Robe robe = new Robe(); robe.Hue = iHue; AddItem(robe); DeadlyPoisonPotion pota = new DeadlyPoisonPotion(); pota.LootType = LootType.Newbied; AddToBackpack(pota); DeadlyPoisonPotion potb = new DeadlyPoisonPotion(); potb.LootType = LootType.Newbied; AddToBackpack(potb); DeadlyPoisonPotion potc = new DeadlyPoisonPotion(); potc.LootType = LootType.Newbied; AddToBackpack(potc); DeadlyPoisonPotion potd = new DeadlyPoisonPotion(); potd.LootType = LootType.Newbied; AddToBackpack(potd); Bandage band = new Bandage(50); AddToBackpack(band); }
public ChaosDragoonElite() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.15, 0.4) { this.Name = "a chaos dragoon elite"; this.Body = 0x190; this.Hue = Utility.RandomSkinHue(); this.SetStr(276, 350); this.SetDex(66, 90); this.SetInt(126, 150); this.SetHits(276, 350); this.SetDamage(29, 34); this.SetDamageType(ResistanceType.Physical, 100); /*SetResistance(ResistanceType.Physical, 45, 55); * SetResistance(ResistanceType.Fire, 15, 25); * SetResistance(ResistanceType.Cold, 50); * SetResistance(ResistanceType.Poison, 25, 35); * SetResistance(ResistanceType.Energy, 25, 35);*/ this.SetSkill(SkillName.Tactics, 80.1, 100.0); this.SetSkill(SkillName.MagicResist, 100.1, 110.0); this.SetSkill(SkillName.Anatomy, 80.1, 100.0); this.SetSkill(SkillName.Magery, 85.1, 100.0); this.SetSkill(SkillName.EvalInt, 85.1, 100.0); this.SetSkill(SkillName.Swords, 72.5, 95.0); this.SetSkill(SkillName.Fencing, 85.1, 100); this.SetSkill(SkillName.Macing, 85.1, 100); this.Fame = 8000; this.Karma = -8000; CraftResource res = CraftResource.None; switch (Utility.Random(6)) { case 0: res = CraftResource.BlackScales; break; case 1: res = CraftResource.RedScales; break; case 2: res = CraftResource.BlueScales; break; case 3: res = CraftResource.YellowScales; break; case 4: res = CraftResource.GreenScales; break; case 5: res = CraftResource.WhiteScales; break; } BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } melee.Movable = false; this.AddItem(melee); DragonChest Tunic = new DragonChest(); Tunic.Resource = res; Tunic.Movable = false; this.AddItem(Tunic); DragonLegs Legs = new DragonLegs(); Legs.Resource = res; Legs.Movable = false; this.AddItem(Legs); DragonArms Arms = new DragonArms(); Arms.Resource = res; Arms.Movable = false; this.AddItem(Arms); DragonGloves Gloves = new DragonGloves(); Gloves.Resource = res; Gloves.Movable = false; this.AddItem(Gloves); DragonHelm Helm = new DragonHelm(); Helm.Resource = res; Helm.Movable = false; this.AddItem(Helm); ChaosShield shield = new ChaosShield(); shield.Movable = false; this.AddItem(shield); this.AddItem(new Boots(0x455)); this.AddItem(new Shirt(Utility.RandomMetalHue())); int amount = Utility.RandomMinMax(1, 3); switch (res) { case CraftResource.BlackScales: this.AddItem(new BlackScales(amount)); break; case CraftResource.RedScales: this.AddItem(new RedScales(amount)); break; case CraftResource.BlueScales: this.AddItem(new BlueScales(amount)); break; case CraftResource.YellowScales: this.AddItem(new YellowScales(amount)); break; case CraftResource.GreenScales: this.AddItem(new GreenScales(amount)); break; case CraftResource.WhiteScales: this.AddItem(new WhiteScales(amount)); break; } switch (Utility.Random(9)) { case 0: res = CraftResource.DullCopper; break; case 1: res = CraftResource.ShadowIron; break; case 2: res = CraftResource.Copper; break; case 3: res = CraftResource.Bronze; break; case 4: res = CraftResource.Gold; break; case 5: res = CraftResource.Agapite; break; case 6: res = CraftResource.Verite; break; case 7: res = CraftResource.Valorite; break; case 8: res = CraftResource.Iron; break; } SwampDragon mt = new SwampDragon(); mt.HasBarding = true; mt.BardingResource = res; mt.BardingHP = mt.BardingMaxHP; mt.Rider = this; }
public override void GenerateLoot() { AddLoot(LootPack.FilthyRich, 5); AddLoot(LootPack.HighScrolls, 3); AddLoot(LootPack.MedScrolls, 4); AddLoot(LootPack.LowScrolls, 6); AddLoot(LootPack.Gems, 5); if (Utility.RandomDouble() < 0.20) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(33)) { case 0: weapon = new BattleAxe(); break; case 1: weapon = new ExecutionersAxe(); break; case 2: weapon = new LargeBattleAxe(); break; case 3: weapon = new WarAxe(); break; case 4: weapon = new Bow(); break; case 5: weapon = new Crossbow(); break; case 6: weapon = new HeavyCrossbow(); break; case 7: weapon = new WarHammer(); break; case 8: weapon = new WarMace(); break; case 9: weapon = new Bardiche(); break; case 10: weapon = new Halberd(); break; case 11: weapon = new Spear(); break; case 12: weapon = new QuarterStaff(); break; case 13: weapon = new Katana(); break; case 14: weapon = new Longsword(); break; case 15: weapon = new VikingSword(); break; case 16: weapon = new CompositeBow(); break; case 17: weapon = new CrescentBlade(); break; case 18: weapon = new DoubleBladedStaff(); break; case 19: weapon = new Lance(); break; case 20: weapon = new PaladinSword(); break; case 21: weapon = new Scythe(); break; case 22: weapon = new Daisho(); break; case 23: weapon = new Lajatang(); break; case 24: weapon = new NoDachi(); break; case 25: weapon = new Tetsubo(); break; case 26: weapon = new Yumi(); break; case 27: weapon = new ElvenCompositeLongbow(); break; case 28: weapon = new OrnateAxe(); break; case 29: weapon = new RadiantScimitar(); break; case 30: weapon = new WarCleaver(); break; case 31: weapon = new WildStaff(); break; default: weapon = new DiamondMace(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 5, 35, 50); weapon.Hue = 1461; PackItem(weapon); } if (Utility.RandomDouble() < 0.20) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(5)) { case 0: armor = new CrusaderGauntlets(); break; case 1: armor = new CrusaderGorget(); break; case 2: armor = new CrusaderLeggings(); break; case 3: armor = new CrusaderSleeves(); break; default: armor = new CrusaderBreastplate(); break; } BaseRunicTool.ApplyAttributesTo(armor, 5, 35, 50); armor.Hue = 1461; PackItem(armor); } if (Utility.RandomDouble() < 0.20) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 5, 35, 50); clothing.Hue = 1461; PackItem(clothing); } if (Utility.RandomDouble() < 0.10) { BaseShield shield = new MetalKiteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield, 5, 35, 50); } shield.Hue = 1461; PackItem(shield); } if (Utility.RandomDouble() < 0.10) { BaseJewel bracelet = new GoldBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 5, 35, 50); } bracelet.Hue = 1461; PackItem(bracelet); } if (Utility.RandomDouble() < 0.10) { BaseJewel earrings = new GoldEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 5, 35, 50); } earrings.Hue = 1461; PackItem(earrings); } if (Utility.RandomDouble() < 0.10) { BaseJewel necklace = new GoldNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 5, 35, 50); } necklace.Hue = 1461; PackItem(necklace); } if (Utility.RandomDouble() < 0.10) { BaseJewel ring = new GoldRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 5, 35, 50); } ring.Hue = 1461; PackItem(ring); } }
public ChaosDragoon() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.15, 0.4) { Name = "a chaos dragoon"; Body = 0x190; Hue = Utility.RandomSkinHue(); SetStr(176, 225); SetDex(81, 95); SetInt(61, 85); SetHits(176, 225); SetDamage(24, 26); SetDamageType(ResistanceType.Physical, 25); SetDamageType(ResistanceType.Fire, 25); SetDamageType(ResistanceType.Cold, 25); SetDamageType(ResistanceType.Energy, 25); SetSkill(SkillName.Fencing, 77.6, 92.5); SetSkill(SkillName.Healing, 60.3, 90.0); SetSkill(SkillName.Macing, 77.6, 92.5); SetSkill(SkillName.Anatomy, 77.6, 87.5); SetSkill(SkillName.MagicResist, 77.6, 97.5); SetSkill(SkillName.Swords, 77.6, 92.5); SetSkill(SkillName.Tactics, 77.6, 87.5); Fame = 5000; Karma = -5000; CraftResource res = CraftResource.None; switch (Utility.Random(6)) { case 0: res = CraftResource.BlackScales; break; case 1: res = CraftResource.RedScales; break; case 2: res = CraftResource.BlueScales; break; case 3: res = CraftResource.YellowScales; break; case 4: res = CraftResource.GreenScales; break; case 5: res = CraftResource.WhiteScales; break; } BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } AddItem(melee); DragonHelm helm = new DragonHelm(); helm.Resource = res; AddItem(helm); DragonChest chest = new DragonChest(); chest.Resource = res; AddItem(chest); DragonArms arms = new DragonArms(); arms.Resource = res; AddItem(arms); DragonGloves gloves = new DragonGloves(); gloves.Resource = res; AddItem(gloves); DragonLegs legs = new DragonLegs(); legs.Resource = res; AddItem(legs); ChaosShield shield = new ChaosShield(); AddItem(shield); AddItem(new Shirt()); AddItem(new Boots()); //AddItem(new Boots(0x455)); //AddItem(new Shirt(Utility.RandomMetalHue())); int amount = Utility.RandomMinMax(1, 3); switch (res) { case CraftResource.BlackScales: AddItem(new BlackScales(amount)); break; case CraftResource.RedScales: AddItem(new RedScales(amount)); break; case CraftResource.BlueScales: AddItem(new BlueScales(amount)); break; case CraftResource.YellowScales: AddItem(new YellowScales(amount)); break; case CraftResource.GreenScales: AddItem(new GreenScales(amount)); break; case CraftResource.WhiteScales: AddItem(new WhiteScales(amount)); break; } new SwampDragon().Rider = this; SetSpecialAbility(SpecialAbility.DragonBreath); }
public DummyAssassin() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Hybrid Assassin int iHue = 20 + Team * 40; int jHue = 25 + Team * 40; // Skills and Stats InitStats(105, 105, 105); Skills[SkillName.Magery].Base = 120; Skills[SkillName.EvalInt].Base = 120; Skills[SkillName.Swords].Base = 120; Skills[SkillName.Tactics].Base = 120; Skills[SkillName.Meditation].Base = 120; Skills[SkillName.Poisoning].Base = 100; // Name Name = "Hybrid Assassin"; // Equip Spellbook book = new Spellbook { Movable = false, LootType = LootType.Newbied, Content = 0xFFFFFFFFFFFFFFFF }; AddToBackpack(book); Katana kat = new Katana { Movable = false, LootType = LootType.Newbied, Crafter = this, Poison = Poison.Deadly, PoisonCharges = 12, Quality = ItemQuality.Normal }; AddToBackpack(kat); LeatherArms lea = new LeatherArms { Movable = false, LootType = LootType.Newbied, Crafter = this, Quality = ItemQuality.Normal }; AddItem(lea); LeatherChest lec = new LeatherChest { Movable = false, LootType = LootType.Newbied, Crafter = this, Quality = ItemQuality.Normal }; AddItem(lec); LeatherGorget leg = new LeatherGorget { Movable = false, LootType = LootType.Newbied, Crafter = this, Quality = ItemQuality.Normal }; AddItem(leg); LeatherLegs lel = new LeatherLegs { Movable = false, LootType = LootType.Newbied, Crafter = this, Quality = ItemQuality.Normal }; AddItem(lel); Sandals snd = new Sandals { Hue = iHue, LootType = LootType.Newbied }; AddItem(snd); Cap cap = new Cap { Hue = iHue }; AddItem(cap); Robe robe = new Robe { Hue = iHue }; AddItem(robe); DeadlyPoisonPotion pota = new DeadlyPoisonPotion { LootType = LootType.Newbied }; AddToBackpack(pota); DeadlyPoisonPotion potb = new DeadlyPoisonPotion { LootType = LootType.Newbied }; AddToBackpack(potb); DeadlyPoisonPotion potc = new DeadlyPoisonPotion { LootType = LootType.Newbied }; AddToBackpack(potc); DeadlyPoisonPotion potd = new DeadlyPoisonPotion { LootType = LootType.Newbied }; AddToBackpack(potd); Bandage band = new Bandage(50); AddToBackpack(band); }
public DummySword() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Swordsman int iHue = 20 + Team * 40; int jHue = 25 + Team * 40; // Skills and Stats InitStats(125, 125, 90); Skills[SkillName.Swords].Base = 120; Skills[SkillName.Anatomy].Base = 120; Skills[SkillName.Healing].Base = 120; Skills[SkillName.Tactics].Base = 120; Skills[SkillName.Parry].Base = 120; // Name Name = "Swordsman"; // Equip Katana kat = new Katana { Crafter = this, Movable = true, Quality = ItemQuality.Normal }; AddItem(kat); Boots bts = new Boots { Hue = iHue }; AddItem(bts); ChainChest cht = new ChainChest { Movable = false, LootType = LootType.Newbied, Crafter = this, Quality = ItemQuality.Normal }; AddItem(cht); ChainLegs chl = new ChainLegs { Movable = false, LootType = LootType.Newbied, Crafter = this, Quality = ItemQuality.Normal }; AddItem(chl); PlateArms pla = new PlateArms { Movable = false, LootType = LootType.Newbied, Crafter = this, Quality = ItemQuality.Normal }; AddItem(pla); Bandage band = new Bandage(50); AddToBackpack(band); }
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) { this.SayTo(from, 1049384); // I have recharged the item for you. horn.Charges = 10; } else { this.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.Trammel)); 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; } if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(weapon, 3, 20, 40); } else { weapon.DamageLevel = (WeaponDamageLevel)BaseCreature.RandomMinMaxScaled(2, 4); 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)); }
// ギミックを動かす public virtual Messages.MoveResult Move(Katana.Messages.Move move) { return Messages.MoveResult.DefaultSuccess; }
// ギミックが攻撃される public virtual Messages.DamageResult Damage(Katana.Messages.Damage damage) { return Messages.DamageResult.DefaultSuccess; }