public EvilRanger() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { m_Spawns = new ArrayList(); Name = NameList.RandomName("male"); Title = "the Evil Ranger"; Body = 400; BaseSoundID = 0x45A; this.Hue = Utility.RandomSkinHue(); SetStr(390); SetDex(160); SetInt(400); SetMana(300); SetHits(3000); SetDamage(15, 20); SetDamageType(ResistanceType.Physical, 50); SetDamageType(ResistanceType.Energy, 50); SetResistance(ResistanceType.Physical, 90); SetResistance(ResistanceType.Fire, 90); SetResistance(ResistanceType.Cold, 60); SetResistance(ResistanceType.Poison, 90); SetResistance(ResistanceType.Energy, 90); SetSkill(SkillName.MagicResist, 120.0); SetSkill(SkillName.Magery, 120.0); SetSkill(SkillName.EvalInt, 120.0); SetSkill(SkillName.Meditation, 120.0); SetSkill(SkillName.Tactics, 120.0); SetSkill(SkillName.Macing, 120.0); SetSkill(SkillName.Anatomy, 120.0); Fame = 5000; Karma = -5000; VirtualArmor = 45; RangerChest chest = new RangerChest(); //add its armor and set its hue and not movable so it won't be on loot chest.Hue = 0x59C; chest.Movable = false; AddItem(chest); RangerArms arms = new RangerArms(); arms.Hue = 0x59C; arms.Movable = false; AddItem(arms); RangerGloves gloves = new RangerGloves(); gloves.Hue = 0x59C; gloves.Movable = false; AddItem(gloves); RangerGorget gorget = new RangerGorget(); gorget.Hue = 0x59C; gorget.Movable = false; AddItem(gorget); RangerLegs legs = new RangerLegs(); legs.Hue = 0x59C; legs.Movable = false; AddItem(legs); Bow weapon = new Bow(); //add its weapon and set its hue and not movable so it won't be on loot weapon.Name = "Evil Ranger Bow"; weapon.Hue = 0x59C; weapon.Movable = false; AddItem(weapon); FurBoots boots = new FurBoots(); //add its boots and set its hue and not movable so it won't be on loot boots.Hue = 0x59C; boots.Movable = false; AddItem(boots); Item hair = new Item(8251); //add its hair and set its hue and not movable so it won't be on loot hair.Hue = 0x59C; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); switch (Utility.Random(25)) { case 0: PackItem(new RangerGorget()); break; case 1: PackItem(new RangerArms()); break; case 2: PackItem(new RangerGloves()); break; case 3: PackItem(new RangerLegs()); break; case 5: PackItem(new RangerChest()); break; } }
public RangerGuardian() : base(AIType.AI_Archer, FightMode.Weakest, 15, 5, 0.1, 0.2) { Title = "the Ranger Guard"; AddItem(new Bow()); PackItem(new Arrow(Utility.RandomMinMax(50, 80))); AddItem(new Boots(1436)); AddItem(new Cloak(23)); AddItem(new BodySash(23)); RangerArms arms = new RangerArms(); arms.Hue = 2126; arms.Movable = false; AddItem(arms); RangerChest chest = new RangerChest(); chest.Hue = 1436; chest.Movable = false; AddItem(chest); RangerGloves gloves = new RangerGloves(); gloves.Hue = 1436; gloves.Movable = false; AddItem(gloves); RangerGorget gorget = new RangerGorget(); gorget.Hue = 2126; gorget.Movable = false; AddItem(gorget); RangerLegs legs = new RangerLegs(); legs.Hue = 2126; legs.Movable = false; AddItem(legs); SetStr(500); SetDex(800); SetInt(200); SetSkill(SkillName.Anatomy, 100.0, 100.0); SetSkill(SkillName.Archery, 100.0, 100.0); SetSkill(SkillName.Tactics, 100.0, 100.0); SetSkill(SkillName.MagicResist, 100.0, 100.0); if (Female = Utility.RandomBool()) { Body = 401; Name = NameList.RandomName("female"); } else { Body = 400; Name = NameList.RandomName("male"); } Utility.AssignRandomHair(this); }
public override void OnResponse(NetState sender, RelayInfo info) { int count = m_Count; Mobile m = sender.Mobile; for (int i = 0; i < 6 && count > 0; i++) { Item item = null; if (!m_Old && i >= 3) { break; } if (!info.IsSwitched(i + 100)) { continue; } count--; switch (i) { case 0: if (m_Abyss) { m.AddToBackpack(new BankCheck(5000)); } else { m.AddToBackpack(new FireworksWand()); } break; case 1: if (m_Abyss) { m.AddToBackpack(new BagOfReagents(100)); } else { m.AddToBackpack(item = new Spyglass()); item.LootType = LootType.Newbied; } break; case 2: m.AddToBackpack(new HairRestylingDeed()); break; case 3: switch (Utility.Random(5)) { case 0: item = new RangerArms(); break; case 1: item = new RangerChest(); break; case 2: item = new RangerGloves(); break; case 3: item = new RangerGorget(); break; case 4: item = new RangerLegs(); break; } if (item != null) { m.AddToBackpack(item); } break; case 4: if (m_Abyss) { item = new BaseItem(Utility.Random(6) + 0xEf4); item.Name = "I survived the Abyss!"; item.LootType = LootType.Newbied; m.AddToBackpack(item); } else { m.AddToBackpack(new ClothingBlessDeed()); } break; case 5: if (m_Abyss) { m.AddToBackpack(new Server.Multis.SmallDragonBoatDeed()); } else { m.AddToBackpack(new StrongBoxDeed()); } break; } } m.SendAsciiMessage("Enjoy!"); if (count > 0) { ((Account)m.Account).SetTag("Rewards", count.ToString()); m.SendAsciiMessage("You have {0} reward{1} left.", count, count == 1 ? "" : "s"); } else { ((Account)m.Account).RemoveTag("Rewards"); ((Account)m.Account).RemoveTag("GoodRewards"); } }