///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static Item CreateBowItem() { Item item = null; int nType = Utility.RandomMinMax(0, 7); switch (nType) { case 0: item = new Crossbow(); item.Name = "crossbow"; break; case 1: item = new HeavyCrossbow(); item.Name = "heavy crossbow"; break; case 2: item = new RepeatingCrossbow(); item.Name = "repeating crossbow"; break; case 3: item = new CompositeBow(); item.Name = "composite bow"; break; case 4: item = new Bow(); item.Name = "bow"; break; case 5: item = new ElvenCompositeLongbow(); item.Name = "woodland longbow"; break; case 6: item = new MagicalShortbow(); item.Name = "woodland shortbow"; break; case 7: item = new Yumi(); item.Name = "yumi"; break; } return(item); }
public override void OnAfterSpawn() { base.OnAfterSpawn(); Server.Misc.TavernPatrons.RemoveSomeGear(this, false); Server.Misc.MorphingTime.CheckNecromancer(this); Server.Items.EssenceBase.ColorCitizen(this); Item bow = new Bow(); bow.Delete(); switch (Utility.RandomMinMax(1, 6)) { case 1: bow = new Bow(); break; case 2: bow = new Crossbow(); break; case 3: bow = new HeavyCrossbow(); break; case 4: bow = new CompositeBow(); break; case 5: bow = new Yumi(); break; case 6: bow = new RepeatingCrossbow(); break; } bow.Movable = false; AddItem(bow); }
public SoulboundPirateRaider() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "a soulbound pirate raider"; Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair(this); SetStr(150, 200); SetDex(125, 150); SetInt(95, 110); SetHits(200, 250); SetDamage(15, 25); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 45, 55); SetResistance(ResistanceType.Cold, 45, 55); SetResistance(ResistanceType.Poison, 45, 55); SetResistance(ResistanceType.Energy, 45, 55); SetSkill(SkillName.MagicResist, 50.0, 75.5); SetSkill(SkillName.Archery, 90.0, 105.5); SetSkill(SkillName.Tactics, 90.0, 105.5); SetSkill(SkillName.Anatomy, 90.0, 105.5); Fame = 2000; Karma = -2000; AddItem(new TricorneHat()); AddItem(new LeatherArms()); AddItem(new FancyShirt()); AddItem(new ShortPants()); AddItem(new Cutlass()); AddItem(new Boots(Utility.RandomNeutralHue())); AddItem(new GoldEarrings()); Item bow; switch (Utility.Random(4)) { default: case 0: bow = new CompositeBow(); PackItem(new Arrow(25)); break; case 1: bow = new Crossbow(); PackItem(new Bolt(25)); break; case 2: bow = new Bow(); PackItem(new Arrow(25)); break; case 3: bow = new HeavyCrossbow(); PackItem(new Bolt(25)); break; } AddItem(bow); }
public AmazonHuntress() : base(AIType.AI_Archer, FightMode.Closest, 5, 1, 0.45, 0.45) { Title = "an Amazon Huntress"; SetSkill(SkillName.Parry, 40.0, 60.0); SetSkill(SkillName.Archery, 40.0, 60.0); SetSkill(SkillName.Tactics, 50.0, 70.0); SetSkill(SkillName.MagicResist, 100.0); AddItem(MakeAmazonArmor(new FemaleLeatherChest())); AddItem(MakeAmazonArmor(new LeatherGloves())); AddItem(MakeAmazonArmor(new Boots())); if (Utility.Random(350) == 0) { AddItem(new JadeNecklace()); } if (0.10 > Utility.RandomDouble()) { HeavyCrossbow weapon = new HeavyCrossbow(); double random = Utility.RandomDouble(); if (0.025 > random) { weapon.DamageLevel = PseudoSeerStone.Instance != null ? (WeaponDamageLevel)PseudoSeerStone.Instance._HighestDamageLevelSpawn : WeaponDamageLevel.Vanq; } else if (0.075 > random) { weapon.DamageLevel = WeaponDamageLevel.Force; } AddItem(MakeAmazonArmor(weapon)); } else { AddItem(new Crossbow()); } Fame = 100; Karma = -3000; SetStr(50, 65); SetDex(50, 55); SetInt(10, 13); SetHits(180, 200); SetDamage(6, 10); VirtualArmor = 30; }
public InternalBuyInfo() { Add(new GenericBuyInfo("Hatchet", typeof(Hatchet), Hatchet.GetSBPurchaseValue(), 50, 0xF43, 0)); Add(new GenericBuyInfo("Saw", typeof(Saw), Saw.GetSBPurchaseValue(), 50, 0x1034, 0)); Add(new GenericBuyInfo("Arrow", typeof(Arrow), Arrow.GetSBPurchaseValue(), 500, 0xF3F, 0)); Add(new GenericBuyInfo("Bolt", typeof(Bolt), Bolt.GetSBPurchaseValue(), 500, 0x1BFB, 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(Hatchet), Hatchet.GetSBSellValue()); Add(typeof(Saw), Saw.GetSBSellValue()); //Add(typeof(Arrow), Arrow.GetSBSellValue()); //Add(typeof(Bolt), Bolt.GetSBSellValue()); Add(typeof(Bow), Bow.GetSBSellValue()); Add(typeof(Crossbow), Crossbow.GetSBSellValue()); Add(typeof(HeavyCrossbow), HeavyCrossbow.GetSBSellValue()); }
public PirateCrew() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, .2, .4) { Name = NameList.RandomName("orc"); Body = Utility.RandomList(17, 182, 7, 138, 140); bool mage = 0.33 > Utility.RandomDouble(); SetStr(100, 125); SetDex(125, 150); SetInt(250, 400); SetHits(250, 400); SetDamage(15, 25); if (mage) { ChangeAIType(AIType.AI_Mage); SetSkill(SkillName.Magery, 100.0, 120.0); SetSkill(SkillName.EvalInt, 100.0, 120.0); SetSkill(SkillName.Meditation, 100.0, 120.0); SetSkill(SkillName.MagicResist, 100.0, 120.0); } SetSkill(SkillName.Archery, 100.0, 120.0); SetSkill(SkillName.Tactics, 100.0, 120.0); SetSkill(SkillName.Wrestling, 100.0, 120.0); SetSkill(SkillName.Anatomy, 100.0, 120.0); SetDamageType(ResistanceType.Physical, 70); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 45, 55); SetResistance(ResistanceType.Cold, 45, 55); SetResistance(ResistanceType.Poison, 45, 55); SetResistance(ResistanceType.Energy, 45, 55); Item bow; switch (Utility.Random(4)) { default: case 0: bow = new CompositeBow(); PackItem(new Arrow(25)); break; case 1: bow = new Crossbow(); PackItem(new Bolt(25)); break; case 2: bow = new Bow(); PackItem(new Arrow(25)); break; case 3: bow = new HeavyCrossbow(); PackItem(new Bolt(25)); break; } AddItem(bow); Fame = 8000; Karma = -8000; }
public FemaleNecromancer() : base(AIType.AI_Mage, FightMode.Weakest, 10, 1, 0.1, 0.2) { Name = NameList.RandomName("female"); Title = "the necromancess"; Body = 401; Hue = 0x83EC; SetStr(305, 425); SetDex(82, 130); SetInt(505, 750); SetHits(2000, 3500); SetStam(200, 300); SetDamage(20, 30); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 25, 30); SetResistance(ResistanceType.Fire, 35, 45); SetResistance(ResistanceType.Cold, 50, 60); SetResistance(ResistanceType.Poison, 30, 40); SetResistance(ResistanceType.Energy, 20, 30); SetSkill(SkillName.EvalInt, 105.0); SetSkill(SkillName.Magery, 100.0); SetSkill(SkillName.Meditation, 500.0); SetSkill(SkillName.MagicResist, 150.0); SetSkill(SkillName.Tactics, 100.0, 100.0); SetSkill(SkillName.Wrestling, 100.0, 100.0); Fame = 22500; Karma = -22500; VirtualArmor = 55; Female = true; Item shroud = new HoodedShroudOfShadows(); shroud.Movable = false; shroud.Hue = 1157; AddItem(shroud); AddItem(new NecromaticMask()); HeavyCrossbow weapon = new HeavyCrossbow(); weapon.Skill = SkillName.Wrestling; weapon.Hue = 38; weapon.Movable = false; AddItem(weapon); new NecroMount().Rider = this; }
public InternalBuyInfo() { Add(new GenericBuyInfo("Hatchet", typeof(Hatchet), Hatchet.GetSBPurchaseValue(), 50, 0xF43, 0)); Add(new GenericBuyInfo("Saw", typeof(Saw), Saw.GetSBPurchaseValue(), 50, 0x1034, 0)); Add(new GenericBuyInfo("Arrow", typeof(Arrow), Arrow.GetSBPurchaseValue(), 500, 0xF3F, 0)); Add(new GenericBuyInfo("Bolt", typeof(Bolt), Bolt.GetSBPurchaseValue(), 500, 0x1BFB, 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)); Add(new AnimalBuyInfo(1, "Eagle", typeof(Eagle), Eagle.GetSBPurchaseValue(), 10, 0x5, 0)); Add(new AnimalBuyInfo(1, "Panther", typeof(Panther), Panther.GetSBPurchaseValue(), 10, 0xD6, 0)); Add(new AnimalBuyInfo(1, "Timber Wolf", typeof(TimberWolf), TimberWolf.GetSBPurchaseValue(), 10, 0xE1, 0)); Add(new AnimalBuyInfo(1, "Brown Bear", typeof(BrownBear), BrownBear.GetSBPurchaseValue(), 10, 0xA7, 0)); Add(new AnimalBuyInfo(1, "Grizzly Bear", typeof(GrizzlyBear), GrizzlyBear.GetSBPurchaseValue(), 10, 0xD4, 0)); }
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 Raider() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Title = "the raider"; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair(this); SetStr(150, 200); SetDex(125, 150); SetInt(95, 110); SetHits(400, 650); SetDamage(21, 28); if (Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); EquipItem(new Skirt(Utility.RandomNeutralHue())); } else { Body = 0x190; Name = NameList.RandomName("male"); EquipItem(new ShortPants(Utility.RandomNeutralHue())); } SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 45, 55); SetResistance(ResistanceType.Cold, 45, 55); SetResistance(ResistanceType.Poison, 45, 55); SetResistance(ResistanceType.Energy, 45, 55); SetSkill(SkillName.MagicResist, 50.0, 75.5); SetSkill(SkillName.Archery, 90.0, 105.5); SetSkill(SkillName.Tactics, 90.0, 105.5); SetSkill(SkillName.Anatomy, 90.0, 105.5); Fame = 7500; Karma = -7500; SetWearable(new TricorneHat()); SetWearable(new LeatherArms()); SetWearable(new FancyShirt()); SetWearable(new Cutlass()); SetWearable(new Boots(Utility.RandomNeutralHue())); SetWearable(new GoldEarrings()); Item bow; switch (Utility.Random(4)) { default: case 0: bow = new CompositeBow(); PackItem(new Arrow(25)); break; case 1: bow = new Crossbow(); PackItem(new Bolt(25)); break; case 2: bow = new Bow(); PackItem(new Arrow(25)); break; case 3: bow = new HeavyCrossbow(); PackItem(new Bolt(25)); break; } SetWearable(bow); ControlSlots = 0; }
public override void GenerateItems() { int colorTheme = Utility.RandomDyedHue(); int customTheme = 2051; m_Items.Add(new PlateGloves() { LootType = LootType.Blessed }); m_Items.Add(new PlateGorget() { LootType = LootType.Blessed }); m_Items.Add(new StuddedArms() { LootType = LootType.Blessed }); m_Items.Add(new ChainmailChest() { LootType = LootType.Blessed }); m_Items.Add(new BodySash(customTheme) { LootType = LootType.Blessed }); m_Items.Add(new Kilt(customTheme) { LootType = LootType.Blessed }); m_Items.Add(new PlateLegs() { Hue = customTheme, LootType = LootType.Blessed }); m_Items.Add(new Bandana(colorTheme) { LootType = LootType.Blessed }); switch (Utility.RandomMinMax(1, 6)) { case 1: { m_Items.Add(new Cutlass() { LootType = LootType.Blessed }); m_Items.Add(new BronzeShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 2: { m_Items.Add(new Scimitar() { LootType = LootType.Blessed }); m_Items.Add(new BronzeShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 3: { m_Items.Add(new WarMace() { LootType = LootType.Blessed }); m_Items.Add(new BronzeShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 4: { m_Items.Add(new WarFork() { LootType = LootType.Blessed }); m_Items.Add(new BronzeShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 5: { m_Items.Add(new WarHammer() { LootType = LootType.Blessed }); break; } case 6: { m_Items.Add(new ExecutionersAxe() { LootType = LootType.Blessed }); break; } } HeavyCrossbow bow = new HeavyCrossbow(); bow.LootType = LootType.Blessed; m_Items.Add(bow); Utility.AssignRandomHair(this, Utility.RandomHairHue()); }
public MerchantCrew() : base(AIType.AI_Paladin, FightMode.Aggressor, 10, 1, .2, .4) { Title = "the merchant"; Hue = Race.RandomSkinHue(); if (Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); AddItem(new Skirt(Utility.RandomNeutralHue())); } else { Body = 0x190; Name = NameList.RandomName("male"); AddItem(new ShortPants(Utility.RandomNeutralHue())); } bool magery = 0.33 > Utility.RandomDouble(); SetStr(100, 125); SetDex(125, 150); SetInt(250, 400); SetHits(250, 400); SetDamage(15, 25); if (magery) { ChangeAIType(AIType.AI_Mage); SetSkill(SkillName.Magery, 100.0, 120.0); SetSkill(SkillName.EvalInt, 100.0, 120.0); SetSkill(SkillName.Meditation, 100.0, 120.0); SetSkill(SkillName.MagicResist, 100.0, 120.0); } SetSkill(SkillName.Archery, 100.0, 120.0); SetSkill(SkillName.Chivalry, 100.0, 120.0); SetSkill(SkillName.Focus, 100.0, 120.0); SetSkill(SkillName.Tactics, 100.0, 120.0); SetSkill(SkillName.Wrestling, 100.0, 120.0); SetSkill(SkillName.Anatomy, 100.0, 120.0); SetDamageType(ResistanceType.Physical, 70); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 45, 55); SetResistance(ResistanceType.Cold, 45, 55); SetResistance(ResistanceType.Poison, 45, 55); SetResistance(ResistanceType.Energy, 45, 55); Item bow; switch (Utility.Random(4)) { default: case 0: bow = new CompositeBow(); PackItem(new Arrow(25)); break; case 1: bow = new Crossbow(); PackItem(new Bolt(25)); break; case 2: bow = new Bow(); PackItem(new Arrow(25)); break; case 3: bow = new HeavyCrossbow(); PackItem(new Bolt(25)); break; } AddItem(bow); AddItem(new TricorneHat()); AddItem(new FancyShirt()); AddItem(new Boots(Utility.RandomNeutralHue())); AddItem(new GoldEarrings()); Fame = 8000; Karma = 8000; }
public RangerGuardOfSkaddria() : base(AIType.AI_Archer, FightMode.Closest, 15, 1, 0.1, 0.2) { Title = "Ranger Guard of Skaddria Naddheim"; SetStr(850, 900); SetDex(500, 700); SetInt(100, 200); SetHits(1500, 2000); SetDamage(19, 35); 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); Karma = 10000; m_Timer = new MoveTimer(this); ChangeLocation(); AddItem(new HighBoots(23)); AddItem(new PlumeCloak(313)); StuddedGorget gorget = new StuddedGorget(); gorget.Hue = 23; gorget.Movable = true; AddItem(gorget); StuddedArms arms = new StuddedArms(); arms.Hue = 23; arms.Movable = true; AddItem(arms); StuddedGloves gloves = new StuddedGloves(); gloves.Hue = 313; gloves.Movable = true; AddItem(gloves); if (Female = Utility.RandomBool()) { Body = 401; Name = NameList.RandomName("female"); FemaleStuddedChest chest = new FemaleStuddedChest(); chest.Hue = 313; chest.Movable = true; AddItem(chest); RepeatingCrossbow weapon = new RepeatingCrossbow(); BaseRunicTool.ApplyAttributesTo(weapon, 5, 25, 35); weapon.WeaponAttributes.HitLightning = 25; weapon.Hue = 23; weapon.Movable = true; weapon.Quality = WeaponQuality.Exceptional; AddItem(weapon); PackItem(new Bolt(Utility.RandomMinMax(50, 80))); } else { Body = 400; Name = NameList.RandomName("male"); StuddedChest chest = new StuddedChest(); chest.Hue = 313; chest.Movable = true; AddItem(chest); StuddedLegs legs = new StuddedLegs(); legs.Hue = 313; legs.Movable = true; AddItem(legs); HeavyCrossbow weapon = new HeavyCrossbow(); BaseRunicTool.ApplyAttributesTo(weapon, 5, 25, 35); weapon.WeaponAttributes.HitLightning = 25; weapon.Hue = 23; weapon.Movable = true; weapon.Quality = WeaponQuality.Exceptional; AddItem(weapon); PackItem(new Bolt(Utility.RandomMinMax(50, 80))); } Utility.AssignRandomHair(this); }
public override void OnResponse(NetState state, RelayInfo info) //Function for GumpButtonType.Reply Buttons { Mobile from = state.Mobile; PlayerMobile pm = from as PlayerMobile; PlayerModule module = pm.PlayerModule; m_cost = 50; //MOD COST OF WEAPON HERE!! Item wep = from.FindItemOnLayer(Layer.FirstValid); Item weps = from.FindItemOnLayer(Layer.TwoHanded); Container pack = from.Backpack; if (wep != null) { pack.TryDropItem(from, wep, false); } if (weps != null) { pack.TryDropItem(from, weps, false); } switch (info.ButtonID) { case 0: //Cancel { from.SendMessage("You decide against spending your skill points."); //from.SendGump( new LevelGump( from ) ); break; } case 1: //Katana { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Katana kat = new Katana(); (( Item )kat).Name = "Katana [Level Item]"; kat.Identified = true; //Prevents others from being used in the upgrading! kat.LootType = LootType.Blessed; from.EquipItem(kat); } from.SendGump(new WepUpgradeGump(from)); break; } case 2: //Broad Sword { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Broadsword bs = new Broadsword(); bs.Identified = true; bs.Name = "Broadsword"; bs.LootType = LootType.Blessed; from.EquipItem(bs); from.SendMessage(102, "You chose a Broadsword"); } from.SendGump(new WepUpgradeGump(from)); break; } case 3: //Scimitar { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Scimitar sc = new Scimitar(); sc.Identified = true; sc.Name = "Scimitar"; sc.LootType = LootType.Blessed; from.EquipItem(sc); from.SendMessage(102, "You chose a Scimitar"); } from.SendGump(new WepUpgradeGump(from)); break; } case 4: //Viking sword { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; VikingSword vs = new VikingSword(); vs.Identified = true; vs.Name = "Vikingsword"; vs.LootType = LootType.Blessed; from.EquipItem(vs); from.SendMessage(102, "You chose a Viking Sword"); } from.SendGump(new WepUpgradeGump(from)); break; } case 5: //Halberd { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Halberd hb = new Halberd(); hb.Identified = true; hb.Name = "Halberd"; hb.LootType = LootType.Blessed; from.EquipItem(hb); from.SendMessage(102, "You chose a Halberd"); } from.SendGump(new WepUpgradeGump(from)); break; } case 6: //Bardiche { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Bardiche bd = new Bardiche(); bd.Identified = true; bd.Name = "Bardiche"; bd.LootType = LootType.Blessed; from.EquipItem(bd); from.SendMessage(102, "You chose a Bardiche"); } from.SendGump(new WepUpgradeGump(from)); break; } case 7: //Double Axe { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; DoubleAxe da = new DoubleAxe(); da.Identified = true; da.Name = "Double Axe"; da.LootType = LootType.Blessed; from.EquipItem(da); from.SendMessage(102, "You chose a Double Axe"); } from.SendGump(new WepUpgradeGump(from)); break; } case 8: //Large Battle Axe { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; LargeBattleAxe lba = new LargeBattleAxe(); lba.Identified = true; lba.Name = "Large Battle Axe"; lba.LootType = LootType.Blessed; from.EquipItem(lba); from.SendMessage(102, "You chose a Large Battle Axe"); } from.SendGump(new WepUpgradeGump(from)); break; } case 9: //Axe { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Axe a = new Axe(); a.Identified = true; a.Name = "Axe"; a.LootType = LootType.Blessed; from.EquipItem(a); from.SendMessage(102, "You chose an Axe"); } from.SendGump(new WepUpgradeGump(from)); break; } case 10: //Kryss { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Kryss k = new Kryss(); k.Identified = true; k.Name = "Kryss"; k.LootType = LootType.Blessed; from.EquipItem(k); from.SendMessage(102, "You chose a Kryss"); } from.SendGump(new WepUpgradeGump(from)); break; } case 11: //War Fork { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; WarFork wf = new WarFork(); wf.Identified = true; wf.Name = "War Fork"; wf.LootType = LootType.Blessed; from.EquipItem(wf); from.SendMessage(102, "You chose a War Fork"); } from.SendGump(new WepUpgradeGump(from)); break; } case 12: //Dagger { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Dagger d = new Dagger(); d.Identified = true; d.Name = "Dagger"; d.LootType = LootType.Blessed; from.EquipItem(d); from.SendMessage(102, "You chose a Dagger"); } from.SendGump(new WepUpgradeGump(from)); break; } case 13: //Pike { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Pike p = new Pike(); p.Identified = true; p.Name = "Pike"; p.LootType = LootType.Blessed; from.EquipItem(p); from.SendMessage(102, "You chose a Pike"); } from.SendGump(new WepUpgradeGump(from)); break; } case 14: //Short Spear { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; ShortSpear ss = new ShortSpear(); ss.Identified = true; ss.Name = "Short Spear"; ss.LootType = LootType.Blessed; from.EquipItem(ss); from.SendMessage(102, "You chose a Short Spear"); } from.SendGump(new WepUpgradeGump(from)); break; } case 15: //Long Spear { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Spear ls = new Spear(); ls.Identified = true; ls.Name = "Long Spear"; ls.LootType = LootType.Blessed; from.EquipItem(ls); from.SendMessage(102, "You chose a Long Spear"); } from.SendGump(new WepUpgradeGump(from)); break; } case 16: //Pitchfork { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Pitchfork p = new Pitchfork(); p.Identified = true; p.Name = "Pitchfork"; p.LootType = LootType.Blessed; from.EquipItem(p); from.SendMessage(102, "You chose a Pitchfork"); } from.SendGump(new WepUpgradeGump(from)); break; } case 17: //lance { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Lance l = new Lance(); l.Identified = true; l.Name = "Lance"; l.LootType = LootType.Blessed; from.EquipItem(l); from.SendMessage(102, "You chose a Lance"); } from.SendGump(new WepUpgradeGump(from)); break; } case 18: //Sai's { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Sai s = new Sai(); s.Identified = true; s.Name = "Sai"; s.LootType = LootType.Blessed; from.EquipItem(s); from.SendMessage(102, "You chose Sai's"); } from.SendGump(new WepUpgradeGump(from)); break; } case 19: //War Mace { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; WarMace wm = new WarMace(); wm.Identified = true; wm.Name = "War Mace"; wm.LootType = LootType.Blessed; from.EquipItem(wm); from.SendMessage(102, "You chose a War Mace"); } from.SendGump(new WepUpgradeGump(from)); break; } case 20: //War Hammer { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; WarHammer wh = new WarHammer(); wh.Identified = true; wh.Name = "War Hammer"; wh.LootType = LootType.Blessed; from.EquipItem(wh); from.SendMessage(102, "You chose a War Hammer"); } from.SendGump(new WepUpgradeGump(from)); break; } case 21: //Maul { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Maul w = new Maul(); w.Identified = true; w.Name = "Maul"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Maul"); } from.SendGump(new WepUpgradeGump(from)); break; } case 22: //Club { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Club w = new Club(); w.Identified = true; w.Name = "Club"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Club"); } from.SendGump(new WepUpgradeGump(from)); break; } case 23: //Q Staff { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; QuarterStaff w = new QuarterStaff(); w.Identified = true; w.Name = "Quarter Staff"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Quarter Staff"); } from.SendGump(new WepUpgradeGump(from)); break; } case 24: //G Staff { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; GnarledStaff w = new GnarledStaff(); w.Identified = true; w.Name = "Gnarled Staff"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Gnarled Staff"); } from.SendGump(new WepUpgradeGump(from)); break; } case 25: //B Staff { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; BlackStaff w = new BlackStaff(); w.Identified = true; w.Name = "BlackStaff"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Black Staff"); } from.SendGump(new WepUpgradeGump(from)); break; } case 26: //Hammer Pick { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; HammerPick w = new HammerPick(); w.Identified = true; w.Name = "Hammer Pick"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Hammer Pick"); } from.SendGump(new WepUpgradeGump(from)); break; } case 27: //War Axe { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; WarAxe w = new WarAxe(); w.Identified = true; w.Name = "War Axe"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a War Axe"); } from.SendGump(new WepUpgradeGump(from)); break; } case 28: //Bow { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Bow w = new Bow(); w.Identified = true; w.Name = "Bow"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Bow"); } from.SendGump(new WepUpgradeGump(from)); break; } case 29: //Composite Bow { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; CompositeBow w = new CompositeBow(); w.Identified = true; w.Name = "Composite Bow"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Composite Bow"); } from.SendGump(new WepUpgradeGump(from)); break; } case 30: //Crossbow { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Crossbow w = new Crossbow(); w.Identified = true; w.Name = "Crossbow"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Crossbow"); } from.SendGump(new WepUpgradeGump(from)); break; } case 31: //Heavy Crossbow { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; HeavyCrossbow w = new HeavyCrossbow(); w.Identified = true; w.Name = "Heavy Crossbow"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Heavy Crossbow"); } from.SendGump(new WepUpgradeGump(from)); break; } case 32: //Repeating Crossbow { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; RepeatingCrossbow w = new RepeatingCrossbow(); w.Identified = true; w.Name = "Repeating Crossbow"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Repeating Crossbow"); } from.SendGump(new WepUpgradeGump(from)); break; } case 33: //Yumi { if (module.SkillPts < m_cost) { from.SendMessage(37, "Not enough skill points!"); } else { module.SkillPts -= m_cost; Yumi w = new Yumi(); w.Identified = true; w.Name = "Yumi"; w.LootType = LootType.Blessed; from.EquipItem(w); from.SendMessage(102, "You chose a Yumi"); } from.SendGump(new WepUpgradeGump(from)); break; } } }
public PirateCrew() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, .2, .4) { Name = "Orcish Crew"; Body = 0.33 > Utility.RandomDouble() ? 0x8C : Utility.RandomList(0xB5, 0xB6); SetHits(2000); if (Body == 0x8C) // Mage { SetStr(140, 160); SetDex(130, 150); SetInt(170, 190); SetDamage(4, 14); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 30, 40); SetResistance(ResistanceType.Fire, 30, 40); SetResistance(ResistanceType.Cold, 20, 30); SetResistance(ResistanceType.Poison, 30, 40); SetResistance(ResistanceType.Energy, 30, 40); ChangeAIType(AIType.AI_Mage); SetSkill(SkillName.Wrestling, 45.0, 55.0); SetSkill(SkillName.Tactics, 50.0, 60.0); SetSkill(SkillName.MagicResist, 65.0, 75.0); SetSkill(SkillName.Magery, 60.0, 70.0); SetSkill(SkillName.EvalInt, 60.0, 75.0); SetSkill(SkillName.Meditation, 70.0, 90.0); SetSkill(SkillName.Focus, 80.0, 100.0); } else if (Body == 0xB6) // Bomber { SetStr(150, 200); SetDex(90, 110); SetInt(70, 100); SetDamage(1, 8); SetDamageType(ResistanceType.Physical, 75); SetDamageType(ResistanceType.Fire, 25); SetResistance(ResistanceType.Physical, 20, 30); SetResistance(ResistanceType.Fire, 30, 40); SetResistance(ResistanceType.Cold, 15, 25); SetResistance(ResistanceType.Poison, 15, 25); SetResistance(ResistanceType.Energy, 20, 30); SetSkill(SkillName.Wrestling, 60.0, 90.0); SetSkill(SkillName.Tactics, 70.0, 85.0); SetSkill(SkillName.MagicResist, 70.0, 85.0); } else // Archer { SetStr(100, 130); SetDex(100, 130); SetInt(30, 70); SetDamage(5, 7); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 20, 35); SetResistance(ResistanceType.Fire, 30, 40); SetResistance(ResistanceType.Cold, 15, 25); SetResistance(ResistanceType.Poison, 15, 25); SetResistance(ResistanceType.Energy, 20, 30); ChangeAIType(AIType.AI_Archer); SetSkill(SkillName.Tactics, 55.0, 70.0); SetSkill(SkillName.MagicResist, 50.0, 70.0); SetSkill(SkillName.Anatomy, 60.0, 85.0); SetSkill(SkillName.Healing, 60.0, 80.0); SetSkill(SkillName.Archery, 100.0, 120.0); Item bow; switch (Utility.Random(4)) { default: case 0: bow = new CompositeBow(); break; case 1: bow = new Crossbow(); break; case 2: bow = new Bow(); break; case 3: bow = new HeavyCrossbow(); break; } AddItem(bow); } SetSkill(SkillName.DetectHidden, 40.0, 45.0); Fame = 8000; Karma = -8000; }
public ArcherGuard(Mobile target) : base(target) { Summoned = true; InitStats(1000, 1000, 1000); SpeechHue = 0; Hue = Utility.RandomSkinHue(); #region Armor for (int i = 0; i < m_GuardArmor.Length; ++i) { m_GuardArmor[i].Resource = GuardTheme; AddItem(m_GuardArmor[i]); m_GuardArmor[i].Movable = false; } #endregion #region Cloth BaseClothing bC = null; switch (Utility.Random(3)) { case 0: bC = new Doublet(); break; case 1: bC = new Tunic(); break; case 2: bC = new BodySash(); bC.Layer = Layer.Earrings; break; } if (bC != null) { bC.Resource = GuardTheme; AddItem(bC); bC.Movable = false; } #endregion #region Male/Female if (Female = Utility.RandomBool()) { Body = 0x191; if (string.IsNullOrEmpty(Name)) { Name = NameList.RandomName("female"); Title = "the guard"; } FemalePlateChest ar = new FemalePlateChest(); ar.Resource = GuardTheme; AddItem(ar); ar.Movable = false; } else { Body = 0x190; if (string.IsNullOrEmpty(Name)) { Name = NameList.RandomName("male"); Title = "the guard"; } PlateChest ar = new PlateChest(); ar.Resource = GuardTheme; AddItem(ar); ar.Movable = false; } #endregion Utility.AssignRandomHair(this); if (Utility.RandomBool()) { Utility.AssignRandomFacialHair(this, HairHue); } Container pack = new Backpack(); pack.Movable = false; pack.DropItem(new Gold(10, 25)); AddItem(pack); #region Weapon BaseWeapon weapon; Item ammo; switch (Utility.Random(3)) { case 1: weapon = new Bow(); ammo = new Arrow(250); break; case 2: weapon = new Crossbow(); ammo = new Bolt(250); break; case 3: weapon = new HeavyCrossbow(); ammo = new Bolt(250); break; default: weapon = new Bow(); ammo = new Arrow(250); break; } weapon.Crafter = this; weapon.Resource = GuardTheme; weapon.Quality = WeaponQuality.Exceptional; weapon.Speed = 1; weapon.MinDamage = 10000; weapon.MaxDamage = 10000; AddItem(weapon); weapon.Movable = false; AddItem(ammo); ammo.LootType = LootType.Blessed; #endregion Skills[SkillName.Anatomy].Base = 120.0; Skills[SkillName.Tactics].Base = 125.0; Skills[SkillName.Archery].Base = 100.0; Skills[SkillName.MagicResist].Base = 120.0; Skills[SkillName.DetectHidden].Base = 100.0; if (Utility.RandomDouble() <= 0.1) { new Horse().Rider = this; } NextCombatTime = DateTime.Now + TimeSpan.FromSeconds(1.0); Focus = target; }
public ForgottenOneArcher() : base(AIType.AI_Melee, FightMode.Good, 10, 1, 0.2, 0.4) { Title = "a ForgottenOne Archer"; Name = NameList.RandomName("male"); Body = 0x191; Hue = 33805; Female = false; SetStr(1025, 1425); SetDex(81, 148); SetInt(475, 675); Fame = -1000; Karma = -1000; SetHits(1000, 2000); SetDamage(24, 33); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 60, 85); SetResistance(ResistanceType.Fire, 65, 90); SetResistance(ResistanceType.Cold, 40, 55); SetResistance(ResistanceType.Poison, 40, 60); SetResistance(ResistanceType.Energy, 50, 75); SetSkill(SkillName.Archery, 100, 140); SetSkill(SkillName.Tactics, 100, 140); SetSkill(SkillName.MagicResist, 100, 140); SetSkill(SkillName.Tactics, 100, 140); SetSkill(SkillName.Wrestling, 100, 140); SetSkill(SkillName.Swords, 100, 140); SetSkill(SkillName.Magery, 100, 140); SetSkill(SkillName.Focus, 100, 140); VirtualArmor = 80; HeavyCrossbow heavycrossbow = new HeavyCrossbow(); heavycrossbow.Movable = false; AddItem(heavycrossbow); //AddItem(new Bolt(100)); HumilityCloak cloak = new HumilityCloak(); cloak.Movable = false; AddItem(cloak); SpiritualityHelm spiritualityhelm = new SpiritualityHelm(); spiritualityhelm.Movable = false; AddItem(spiritualityhelm); HonestyGorget honestygorget = new HonestyGorget(); honestygorget.Movable = false; AddItem(honestygorget); JusticeBreastplate justicebreastplate = new JusticeBreastplate(); justicebreastplate.Movable = false; AddItem(justicebreastplate); BodySash bodysash = new BodySash(); bodysash.Movable = false; bodysash.Name = "ForgottenOne"; AddItem(bodysash); CompassionArms compassionarms = new CompassionArms(); compassionarms.Movable = false; AddItem(compassionarms); ValorGauntlets valorgauntlets = new ValorGauntlets(); valorgauntlets.Movable = false; AddItem(valorgauntlets); HonorLegs honorlegs = new HonorLegs(); honorlegs.Movable = false; AddItem(honorlegs); SacrificeSollerets sacrificesollerets = new SacrificeSollerets(); sacrificesollerets.Movable = false; AddItem(sacrificesollerets); // PlateChest chest = new PlateChest(); // chest.Movable = false; // chest.Hue = 137; // AddItem(chest); VampiriacSteed vampiriacsteed = new VampiriacSteed(); vampiriacsteed.Hue = 2412; //horse.Hits = 200; //horse.Karma = 500; vampiriacsteed.Rider = this; //new VampiriacSteed().Rider = this; heavycrossbow.Hue = 2412; cloak.Hue = 2412; spiritualityhelm.Hue = 137; honestygorget.Hue = 137; justicebreastplate.Hue = 137; bodysash.Hue = 2412; compassionarms.Hue = 137; valorgauntlets.Hue = 137; honorlegs.Hue = 137; sacrificesollerets.Hue = 137; }
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 override void GenerateItems() { int colorTheme = Utility.RandomDyedHue(); int customTheme = 0; m_Items.Add(new ThighBoots() { LootType = LootType.Blessed }); m_Items.Add(new PlateArms() { LootType = LootType.Blessed }); m_Items.Add(new PlateGloves() { LootType = LootType.Blessed }); m_Items.Add(new ChainmailChest() { LootType = LootType.Blessed }); m_Items.Add(new StuddedLegs() { LootType = LootType.Blessed }); m_Items.Add(new BodySash(colorTheme) { LootType = LootType.Blessed }); m_Items.Add(new Kilt(colorTheme) { LootType = LootType.Blessed }); m_Items.Add(new SkullCap(colorTheme) { LootType = LootType.Blessed }); switch (Utility.RandomMinMax(1, 6)) { case 1: { m_Items.Add(new VikingSword() { LootType = LootType.Blessed }); m_Items.Add(new MetalShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 2: { m_Items.Add(new Broadsword() { LootType = LootType.Blessed }); m_Items.Add(new MetalShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 3: { m_Items.Add(new Maul() { LootType = LootType.Blessed }); m_Items.Add(new MetalShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 4: { m_Items.Add(new Mace() { LootType = LootType.Blessed }); m_Items.Add(new MetalShield() { Hue = customTheme, LootType = LootType.Blessed }); break; } case 5: { m_Items.Add(new WarHammer() { LootType = LootType.Blessed }); break; } case 6: { m_Items.Add(new DoubleAxe() { LootType = LootType.Blessed }); break; } } HeavyCrossbow bow = new HeavyCrossbow(); bow.LootType = LootType.Blessed; m_Items.Add(bow); Utility.AssignRandomHair(this, Utility.RandomHairHue()); }