コード例 #1
0
        private static void AddHair(Mobile m, int itemID, int hue)
        {
            Item item;

            switch (itemID & 0x3FFF)
            {
            case 0x2044: item = new Mohawk(hue); break;

            case 0x2045: item = new PageboyHair(hue); break;

            case 0x2046: item = new BunsHair(hue); break;

            case 0x2047: item = new Afro(hue); break;

            case 0x2048: item = new ReceedingHair(hue); break;

            case 0x2049: item = new TwoPigTails(hue); break;

            case 0x204A: item = new KrisnaHair(hue); break;

            case 0x203B: item = new ShortHair(hue); break;

            case 0x203C: item = new LongHair(hue); break;

            case 0x203D: item = new PonyTail(hue); break;

            default: return;
            }

            m.AddItem(item);
        }
コード例 #2
0
        static void Main(string[] args)
        {
            Hair longHair = new LongHair();
            var  ahmed    = new Child(longHair, "ahmed", 10);

            ahmed.Display();

            longHair = new ShortHair();
            ahmed.SetHairCut(longHair);
            ahmed.Display();
        }
コード例 #3
0
ファイル: Santa.cs プロジェクト: proxeeus/UORebirth
        public Santa() : base(AIType.AI_Mage, FightMode.Agressor, 10, 1, 0.45, 0.8)
        {
            Female = false;
            Body   = 400;
            Title  = "";
            Name   = "Santa";
            Hue    = 0x83ea;

            SetStr(150, 250);
            SetDex(91, 115);
            SetInt(500, 1000);
            Karma = +125;

            SetSkill(SkillName.Tactics, 65, 87.5);
            SetSkill(SkillName.MagicResist, 75, 97.5);
            SetSkill(SkillName.Parry, 65, 87.5);
            SetSkill(SkillName.Magery, 95.1, 105.0);
            SetSkill(SkillName.Wrestling, 20.2, 60);

            VirtualArmor = 30;
            SetDamage(3, 12);

            Item item = null;

            item     = new ShortHair();
            item.Hue = 0x47E;
            AddItem(item);

            item     = new MediumShortBeard();
            item.Hue = 0x47E;
            AddItem(item);

            item     = new LeatherGloves();
            item.Hue = 0x455;
            AddItem(item);

            AddItem(new FancyShirt(0x26));
            AddItem(new LongPants(0x26));
            AddItem(new Boots());

            LootPack.Average.Generate(this);
        }
コード例 #4
0
        public virtual Item AddRandomHair()
        {
            Item hair = null;

            switch (Utility.Random(8))
            {
            case 0: AddItem(hair = new Afro()); break;

            case 1: AddItem(hair = new KrisnaHair()); break;

            case 2: AddItem(hair = new PageboyHair()); break;

            case 3: AddItem(hair = new PonyTail()); break;

            case 4: AddItem(hair = new ReceedingHair()); break;

            case 5: AddItem(hair = new TwoPigTails()); break;

            case 6: AddItem(hair = new ShortHair()); break;

            case 7: AddItem(hair = new LongHair()); break;
            }
            return(hair);
        }
コード例 #5
0
        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);
                }
            }
        }
コード例 #6
0
        public Death() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name         = "Death";
            Title        = "    The 4th Horseman";
            Body         = 400;
            SpeechHue    = 2128;
            Hue          = 161;
            VirtualArmor = 45;
            Kills        = 10;

            SetStr(125);
            SetDex(251);
            SetInt(130);

            SetHits(12000);
            SetDamage(25, 45);
            SetDamageType(ResistanceType.Poison, 100);

            SetResistance(ResistanceType.Physical, 45, 55);
            SetResistance(ResistanceType.Fire, 45, 55);
            SetResistance(ResistanceType.Cold, 45, 55);
            SetResistance(ResistanceType.Energy, 45, 55);
            SetResistance(ResistanceType.Poison, 100);

            SetSkill(SkillName.Wrestling, 85.0, 92.5);
            SetSkill(SkillName.Tactics, 78.5, 87.2);
            SetSkill(SkillName.Anatomy, 68.7, 85.6);
            SetSkill(SkillName.Fencing, 92.5, 95.6);

            Fame  = 0;
            Karma = -10000;
            Item Weapon = new ScytheOfDeath();

            Weapon.Movable = false;

            AddItem(Weapon);
            //  PackItem(new MasterCoin(40));

            VirtualArmor = 30;

            new PaleHorse().Rider = this;

            Item apron = new HalfApron(161);

            apron.Movable = false;
            AddItem(apron);

            Item hair = new ShortHair(161);

            hair.Movable = false;
            AddItem(hair);

            Item shoes = new Sandals(161);

            shoes.Movable = false;
            AddItem(shoes);

            Item mask = new OrcishKinMask(161);

            mask.Movable = false;
            AddItem(mask);

            Item robe = new Robe(161);

            robe.Movable = false;
            AddItem(robe);

            Item gloves = new LeatherGloves();

            gloves.Movable = false;
            gloves.Hue     = 161;
            AddItem(gloves);

            Item gorget = new LeatherGorget();

            gorget.Movable = false;
            gorget.Hue     = 161;
            AddItem(gorget);
        }
コード例 #7
0
        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);
                }
            }
        }