public NewWarriorNoCriminalGuard() : base(AIType.AI_Melee) { SetStr(95, 150); SetDex(60, 110); SetInt(26, 50); SetHits(80, 110); SetMana(40); if (Utility.RandomBool()) { new Horse().Rider = this; } SetResistance(ResistanceType.Physical, 30, 20); SetResistance(ResistanceType.Fire, 20, 25); SetResistance(ResistanceType.Cold, 20, 20); SetResistance(ResistanceType.Poison, 20, 30); SetSkill(SkillName.MagicResist, 50.0, 80.0); SetSkill(SkillName.Tactics, 80.0, 120.0); SetSkill(SkillName.Anatomy, 80.0, 120.0); SetSkill(SkillName.Healing, 50.0, 65.0); SetSkill(SkillName.Swords, 80.0, 120.0); SetSkill(SkillName.Parry, 80.0, 120.0); SetSkill(SkillName.Macing, 80.0, 120.0); SetSkill(SkillName.Fencing, 80.0, 120.0); Fame = 1000; Karma = 10000; VirtualArmor = 25; AddItem(new Boots(Utility.RandomGreenHue())); AddItem(new Cloak(Utility.RandomGreenHue())); ChainChest chest = new ChainChest(); chest.Hue = Utility.RandomGreenHue(); AddItem(chest); ChainLegs legs = new ChainLegs(); legs.Hue = Utility.RandomGreenHue(); AddItem(legs); ChainHatsuburi head = new ChainHatsuburi(); head.Hue = Utility.RandomGreenHue(); AddItem(head); AddItem(new Bandage(30)); switch (Utility.Random(19)) { //Swords case 0: AddItem(new Longsword()); AddItem(new WoodenKiteShield()); SetDamage(5, 18); SetResistance(ResistanceType.Physical, 50, 40); break; case 1: AddItem(new Cutlass()); AddItem(new WoodenKiteShield()); SetDamage(5, 15); SetResistance(ResistanceType.Physical, 50, 40); break; case 2: AddItem(new Broadsword()); AddItem(new WoodenKiteShield()); SetDamage(8, 18); SetResistance(ResistanceType.Physical, 50, 40); break; case 3: AddItem(new Axe()); SetDamage(11, 19); break; case 4: AddItem(new Halberd()); SetDamage(13, 22); break; case 5: AddItem(new Bardiche()); SetDamage(11, 22); break; case 6: AddItem(new TwoHandedAxe()); SetDamage(13, 23); break; //Maces case 7: AddItem(new Mace()); AddItem(new WoodenKiteShield()); SetDamage(6, 18); SetResistance(ResistanceType.Physical, 50, 40); break; case 8: AddItem(new Club()); AddItem(new WoodenKiteShield()); SetDamage(5, 14); SetResistance(ResistanceType.Physical, 50, 40); break; case 9: AddItem(new Maul()); AddItem(new WoodenKiteShield()); SetDamage(9, 18); SetResistance(ResistanceType.Physical, 50, 40); break; case 10: AddItem(new HammerPick()); SetDamage(10, 22); break; case 11: AddItem(new WarHammer()); SetDamage(13, 28); break; case 12: AddItem(new BlackStaff()); SetDamage(11, 17); break; //Fencing case 13: AddItem(new Dagger()); AddItem(new WoodenKiteShield()); SetDamage(5, 13); SetResistance(ResistanceType.Physical, 50, 40); break; case 14: AddItem(new Kryss()); AddItem(new WoodenKiteShield()); SetDamage(6, 16); SetResistance(ResistanceType.Physical, 50, 40); break; case 15: AddItem(new WarFork()); AddItem(new WoodenKiteShield()); SetDamage(8, 18); SetResistance(ResistanceType.Physical, 50, 40); break; case 16: AddItem(new ShortSpear()); SetDamage(11, 23); break; case 17: AddItem(new Spear()); SetDamage(13, 24); break; case 18: AddItem(new Pike()); SetDamage(13, 28); break; } }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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); }