private static void AddBeard(Mobile m, int itemID, int hue) { if (m.Female) { return; } Item item; switch (itemID & 0x3FFF) { case 0x203E: item = new LongBeard(hue); break; case 0x203F: item = new ShortBeard(hue); break; case 0x2040: item = new Goatee(hue); break; case 0x2041: item = new Mustache(hue); break; case 0x204B: item = new MediumShortBeard(hue); break; case 0x204C: item = new MediumLongBeard(hue); break; case 0x204D: item = new Vandyke(hue); break; default: return; } m.AddItem(item); }
public override void InitOutfit() { // base.InitOutfit(); // AddItem( new Server.Items.Robe( Utility.RandomBlueHue() ) ); AddItem(new Server.Items.GnarledStaff()); if (Utility.RandomBool()) { AddItem(new Shoes(Utility.RandomBlueHue())); } else { AddItem(new Sandals(Utility.RandomBlueHue())); } Item EvilMageRobe = new Robe(); EvilMageRobe.Hue = 0x1; EvilMageRobe.LootType = LootType.Newbied; AddItem(EvilMageRobe); Item EvilWizHat = new WizardsHat(); EvilWizHat.Hue = 0x1; EvilWizHat.LootType = LootType.Newbied; AddItem(EvilWizHat); Item Bracelet = new GoldBracelet(); Bracelet.LootType = LootType.Newbied; AddItem(Bracelet); Item Ring = new GoldRing(); Ring.LootType = LootType.Newbied; AddItem(Ring); Item hair = new LongHair(); hair.Hue = 0x47E; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); if (!this.Female) { Item beard = new MediumLongBeard(); beard.Hue = 0x47E; beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); } }
public override void InitOutfit() { WipeLayers(); if (Utility.RandomBool()) { AddItem(new Shoes(Utility.RandomBlueHue())); } else { AddItem(new Sandals(Utility.RandomBlueHue())); } //New Fall Fashions! Item EvilMageRobe = new Robe(); EvilMageRobe.Hue = 0x1; EvilMageRobe.LootType = LootType.Newbied; AddItem(EvilMageRobe); Item EvilWizHat = new WizardsHat(); EvilWizHat.Hue = 0x1; EvilWizHat.LootType = LootType.Newbied; AddItem(EvilWizHat); Item Bracelet = new GoldBracelet(); Bracelet.LootType = LootType.Newbied; AddItem(Bracelet); Item Ring = new GoldRing(); Ring.LootType = LootType.Newbied; AddItem(Ring); Item hair = new LongHair(); hair.Hue = 0x47E; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item beard = new MediumLongBeard(); beard.Hue = 0x47E; beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); //End Fashion Statement }
public override void InitOutfit() { WipeLayers(); if (this.Female) { AddItem(new Kilt(Utility.RandomList(1863, 1836, 1133, 1141))); int hairHue = Utility.RandomList(1140, 1108, 1140, 1147, 1149, 1175, 2412); Item hair = new LongHair(); hair.Hue = hairHue; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); } else { AddItem(new Kilt(Utility.RandomList(1863, 1836, 1133, 1141))); int hairHue = Utility.RandomList(1140, 1108, 1140, 1147, 1149, 1175, 2412); Item hair = new LongHair(); hair.Hue = hairHue; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); // MediumLongBeard seems to be a long beard + Mustache Item beard = new MediumLongBeard(); beard.Hue = hairHue; beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); // Adam: I'll probably get in trouble for this :0 if (this.Female == false) { // 10% staff, 90% club if (Utility.RandomDouble() < 0.10) { AddItem(new GnarledStaff()); } else { AddItem(new Club()); } } } }
public virtual Item AddRandomFacialHair(int hairHue) { Item hair = null; switch (Utility.Random(5)) { case 0: AddItem(hair = new LongBeard(hairHue)); break; case 1: AddItem(hair = new MediumLongBeard(hairHue)); break; case 2: AddItem(hair = new Vandyke(hairHue)); break; case 3: AddItem(hair = new Mustache(hairHue)); break; case 4: AddItem(hair = new Goatee(hairHue)); break; } return(hair); }
public UndeadBlackBart() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.175, 0.2) { Body = 400; Team = 1; Kills = 10; Hue = Utility.RandomSkinHue(); SpeechHue = 1153; this.Body = 0x190; Name = NameList.RandomName("Male"); SetStr(100); SetDex(100); SetInt(20); SetSkill(SkillName.Archery, 100.0); SetSkill(SkillName.MagicResist, 100.0); SetSkill(SkillName.Tactics, 100.0); SetSkill(SkillName.Healing, 100.0); SetSkill(SkillName.Anatomy, 100.0); SetSkill(SkillName.Swords, 100.0); SetSkill(SkillName.Hiding, 120.0, 180.0); SetSkill(SkillName.Stealth, 120.0, 180.0); Fame = 4500; Karma = -4500; VirtualArmor = 0; Item hair = new LongHair(); hair.Hue = 1175; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item beard = new MediumLongBeard(); beard.Hue = 1175; beard.Layer = Layer.FacialHair; beard.Movable = false; AddItem(beard); PackGold(120, 160); PackItem(new Bandage(100)); Item fancyshirt = new FancyShirt(); EquipItem(fancyshirt); Item necklace = new Necklace(); EquipItem(necklace); Item goldring = new GoldRing(); EquipItem(goldring); Item longpants = new LongPants(); longpants.Hue = Utility.RandomNeutralHue(); EquipItem(longpants); Item boots = new Boots(); EquipItem(boots); Item gloves = new LeatherGloves(); EquipItem(gloves); Item hat = new TricorneHat(); hat.Hue = 1; EquipItem(hat); switch (Utility.Random(2)) { case 0: { Item scimitar = new Scimitar(); EquipItem(scimitar); break; } case 1: { Item cutlass = new Cutlass(); EquipItem(cutlass); break; } } }
public override void InitOutfit() { WipeLayers(); if (Core.UOAI || Core.UOAR) { AddItem(new Sandals()); Item EvilMageRobe = new Robe(); EvilMageRobe.Hue = 0x1; EvilMageRobe.LootType = LootType.Newbied; AddItem(EvilMageRobe); Item BDB = new BloodDrenchedBandana(); BDB.LootType = LootType.Newbied; AddItem(BDB); Item Cloak = new Cloak(); Cloak.Hue = 0x1; Cloak.LootType = LootType.Newbied; AddItem(Cloak); Item Bracelet = new GoldBracelet(); Bracelet.LootType = LootType.Newbied; AddItem(Bracelet); Item Ring = new GoldRing(); Ring.LootType = LootType.Newbied; AddItem(Ring); Item hair = new LongHair(); hair.Hue = 0x47E; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item beard = new Goatee(); beard.Hue = 0x47E; beard.Movable = false; AddItem(beard); } else { if (Blackthorns_Revenge == false) { // not Todd's graphics, so we need to dress AddItem(new Robe(Utility.RandomRedHue())); // TODO: Proper hue // Don't think we should drop the sandals .. stratics is unclear when it comes to clothes. // http://web.archive.org/web/20020207054748/uo.stratics.com/hunters/evilmage.shtml // Red Robe: 0 to 50 Gold, Scrolls (circles 1-7), Reagents /*Sandals shoes = new Sandals(); * if (Core.UOSP || Core.UOMO) * shoes.LootType = LootType.Newbied; * AddItem(shoes);*/ /* Publish 4 * Shopkeeper Changes * NPC shopkeepers will no longer have colored sandals. Evil NPC Mages will carry these items. */ if (Core.Publish >= 4) { // http://forums.uosecondage.com/viewtopic.php?f=8&t=22266 // runuo.com/community/threads/evil-mage-hues.91540/ if (0.18 >= Utility.RandomDouble()) { AddItem(new Shoes(Utility.RandomRedHue())); } else { AddItem(new Sandals(Utility.RandomRedHue())); } } else { AddItem(new Sandals()); } } Item hair = null; switch (Utility.Random(4)) { case 0: // bald break; case 1: hair = new ShortHair(); break; case 2: hair = new LongHair(); break; case 3: hair = new ReceedingHair(); break; } if (hair != null) { hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); } Item beard = null; switch (Utility.Random(4)) { case 0: // clean shaven break; case 1: beard = new LongBeard(); break; case 2: beard = new ShortBeard(); break; case 3: beard = new MediumLongBeard(); break; case 4: beard = new MediumShortBeard(); break; } if (beard != null) { beard.Hue = (hair != null) ? hair.Hue : Utility.RandomHairHue(); // do the drapes match the carpet? beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); } } }
public override void InitOutfit() { WipeLayers(); if (Core.UOAI || Core.UOAR) { if (Utility.RandomBool()) { AddItem(new Shoes(Utility.RandomBlueHue())); } else { AddItem(new Sandals(Utility.RandomBlueHue())); } //New Fall Fashions! Item EvilMageRobe = new Robe(); EvilMageRobe.Hue = 0x1; EvilMageRobe.LootType = LootType.Newbied; AddItem(EvilMageRobe); Item EvilWizHat = new WizardsHat(); EvilWizHat.Hue = 0x1; EvilWizHat.LootType = LootType.Newbied; AddItem(EvilWizHat); Item Bracelet = new GoldBracelet(); Bracelet.LootType = LootType.Newbied; AddItem(Bracelet); Item Ring = new GoldRing(); Ring.LootType = LootType.Newbied; AddItem(Ring); Item hair = new LongHair(); hair.Hue = 0x47E; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item beard = new MediumLongBeard(); beard.Hue = 0x47E; beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); } else { if (Blackthorns_Revenge == false) { // not Todd's graphocs, so we dress // evil mage lord colors 1106 1109 AddItem(new Robe(Utility.Random(1106, 4))); // Don't think we should drop the sandals .. stratics is unclear when it comes to clothes. // http://web.archive.org/web/20020414131123/uo.stratics.com/hunters/evilmagelord.shtml // Blue Robe: 200 to 250 Gold, Gems, Scrolls (circles 4-7), Reagents /*Sandals shoes = new Sandals(); * if (Core.UOSP || Core.UOMO) * shoes.LootType = LootType.Newbied; * AddItem(shoes);*/ /* Publish 8 * Shopkeeper Changes * NPC shopkeepers will no longer have colored sandals. Evil NPC Mages will carry these items. */ if (Core.Publish >= 4) { // http://forums.uosecondage.com/viewtopic.php?f=8&t=22266 // runuo.com/community/threads/evil-mage-hues.91540/ if (0.20 >= Utility.RandomDouble()) { AddItem(new Shoes(Utility.RandomBlueHue())); } else { AddItem(new Sandals(Utility.RandomBlueHue())); } } else { AddItem(new Sandals()); } } Item hair = null; switch (Utility.Random(4)) { case 0: // bald break; case 1: hair = new ShortHair(); break; case 2: hair = new LongHair(); break; case 3: hair = new ReceedingHair(); break; } if (hair != null) { hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); } Item beard = null; switch (Utility.Random(4)) { case 0: // clean shaven break; case 1: beard = new LongBeard(); break; case 2: beard = new ShortBeard(); break; case 3: beard = new MediumLongBeard(); break; case 4: beard = new MediumShortBeard(); break; } if (beard != null) { beard.Hue = (hair != null) ? hair.Hue : Utility.RandomHairHue(); // do the drapes match the carpet? beard.Movable = false; beard.Layer = Layer.FacialHair; AddItem(beard); } } }