예제 #1
1
		private void InitContents( BarrelType type )
		{
			Item item = null;
			byte count = (byte)Utility.RandomMinMax( 10, 30 );

			for( byte i = 0; i < count; i++ )
			{
				switch( type )
				{
					default:
					case BarrelType.Arrows: item = new Arrow( Utility.RandomMinMax( 2, 6 ) ); break;
					case BarrelType.Bolts: item = new Bolt( Utility.RandomMinMax( 2, 6 ) ); break;
					case BarrelType.Farming:
						{
							if( i > 3 )
								return;

							switch( Utility.Random( 3 ) )
							{
								case 0: item = new Shovel(); break;
								case 1: item = new Scythe(); break;
								case 2: item = new Pitchfork(); break;
							}
							break;
						}
					case BarrelType.LargeMining:
						{
							if( i > 5 )
								return;

							switch( Utility.Random( 5 ) )
							{
								case 0: item = new Pitchfork(); break;
								case 1:
								case 2: item = new Shovel(); break;
								case 3:
								case 4: item = new Pickaxe(); break;
							}
							break;
						}
					case BarrelType.LargeWeapon1:
					case BarrelType.LargeWeapon2:
					case BarrelType.LargeWeapon3:
						{
							if( i > 6 )
								return;

							switch( Utility.Random( 6 ) )
							{
								case 0: item = new Spear(); break;
								case 1: item = new Halberd(); break;
								case 2: item = new Axe(); break;
								case 3: item = new ThinLongsword(); break;
								case 4: item = new WarAxe(); break;
								case 5: item = new VikingSword(); break;
							}
							break;
						}
					case BarrelType.Mining:
						{
							if( i > 3 )
								return;

							item = new Pickaxe();
							break;
						}
					case BarrelType.Spears:
						{
							if( i > 4 )
								return;

							item = new Spear();
							break;
						}
					case BarrelType.Weapons:
						{
							if( i > 3 )
								return;

							switch( Utility.Random( 3 ) )
							{
								case 0: item = new WarAxe(); break;
								case 1: item = new WarMace(); break;
								case 2: item = new Maul(); break;
							}
							break;
						}
				}

				if( item != null )
					DropItem( item );
			}
		}
예제 #2
0
 void Awake()
 {
     timeConditionActive = 2;
     type = BlockType.Tomato;
     gameObject.SetActive(false);
     instance = this;
 }
예제 #3
0
 public Assassin(string name, int level, int healthpoints)
 {
     this.Name          = name;
     this.Level         = level;
     this.HealthPoints  = healthpoints;
     this.AbilityPoints = DEFAULT_ABILITY_POINTS;
     this.Faction       = DEFAULT_FACTION;
     this.CrimsonGuard  = DEFAULT_ARMOR;
     this.Scythe        = DEFAULT_WEAPON;
     this.IsAlive       = true;
     this.Score         = 0;
 }
예제 #4
0
        static void Main(string[] args)
        {
            //---------------------------------------------
            Console.WriteLine("--- WEAPON ---");
            Console.WriteLine();

            Weapon weapon = new Weapon(20, 5);

            Console.WriteLine(weapon.ToString());
            Console.WriteLine();

            weapon.Attack();
            weapon.Attack();

            weapon.Repair();
            weapon.Attack();

            //---------------------------------------------
            Console.WriteLine();
            Console.WriteLine("--- SWORD ---");
            Console.WriteLine();

            Sword sword = new Sword(10, 3, 4);

            Console.WriteLine(sword.ToString());
            Console.WriteLine();

            sword.Repair();
            sword.Attack();
            sword.Repair();

            //---------------------------------------------
            Console.WriteLine();
            Console.WriteLine("--- SCYTHE ---");
            Console.WriteLine();

            Scythe scythe = new Scythe(15, 1);

            Console.WriteLine(scythe.ToString());
            Console.WriteLine();

            scythe.SpinAttack();
            scythe.Attack();
            scythe.Attack();
            scythe.Repair();

            Console.ReadKey();
        }
예제 #5
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.E) && Time.time > nextActive)
        {
            nextActive = Time.time + cooldown;
            Item selectedItem = HUD.hud.items[selected];
            if (inventory[selectedItem] < 1)
            {
                return;
            }
            switch (selectedItem)
            {
            case Item.SCYTHE:
                Scythe clone = Instantiate(scythePrefab);
                clone.transform.parent = gameObject.transform;
                clone.doTransform(direction);
                break;

            case Item.EYE:
                Instantiate(eyePrefab).transform.position = transform.position;
                inventory[selectedItem]--;
                break;

            case Item.ANKH:
                Ankh ankh = Instantiate(ankhPrefab);
                ankh.transform.position      = transform.position;
                ankh.transform.localRotation = Quaternion.Euler(0, 0, -90 * (direction - 1));
                inventory[selectedItem]--;
                break;
            }
            UpdateInv();
        }
        else if (Input.GetKey(KeyCode.Alpha1))
        {
            selected = 0;
            HUD.hud.setPointer(selected);
        }
        else if (Input.GetKey(KeyCode.Alpha2))
        {
            selected = 1;
            HUD.hud.setPointer(selected);
        }
        else if (Input.GetKey(KeyCode.Alpha3))
        {
            selected = 2;
            HUD.hud.setPointer(selected);
        }
    }
예제 #6
0
        public GrimReaper() : base(AIType.AI_Melee, FightMode.Evil, 10, 1, 0.2, 0.4)
        {
            Name        = "Grim Reaper";
            Body        = 400;
            Hue         = 0x497;
            BaseSoundID = 427;

            SetStr(200, 220);
            SetDex(201, 220);
            SetInt(200, 250);

            SetHits(2000, 2300);

            SetDamage(20, 40);


            SetSkill(SkillName.EvalInt, 100.1, 110.0);
            SetSkill(SkillName.Magery, 70.0);
            SetSkill(SkillName.Meditation, 100.0);
            SetSkill(SkillName.Tactics, 100.0);
            SetSkill(SkillName.Wrestling, 150.0);

            Fame  = 10000;
            Karma = -10000;

            VirtualArmor = 100;

            HoodedShroudOfShadows chest = new HoodedShroudOfShadows();

            chest.Name    = "Shroud of the Grim Reaper";
            chest.Hue     = 0x807;
            chest.Movable = false;
            AddItem(chest);

            Scythe hands = new Scythe();

            hands.Hue     = 0x485;
            hands.Movable = false;
            AddItem(hands);

            WizardGlasses head = new WizardGlasses();

            head.Hue     = 0x485;
            head.Movable = false;
            AddItem(head);
        }
예제 #7
0
        public ReaperMan() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name  = "The Reaper Guy";
            Title = "Of B&T's Most Excelent Adventure";
            Body  = 400;
            Hue   = 1153;

            SetStr(380);
            SetDex(110);
            SetInt(100);

            SetHits(800);
            SetDamage(12, 25);

            SetDamageType(ResistanceType.Physical, 40);

            SetSkill(SkillName.MagicResist, 100.0);
            SetSkill(SkillName.Tactics, 87.0);
            SetSkill(SkillName.Wrestling, 40.0);
            SetSkill(SkillName.DetectHidden, 60);

            SetResistance(ResistanceType.Physical, 50, 60);
            SetResistance(ResistanceType.Fire, 44, 50);
            SetResistance(ResistanceType.Cold, 35, 40);
            SetResistance(ResistanceType.Poison, 25, 30);
            SetResistance(ResistanceType.Energy, 15, 20);

            Fame  = 24000;
            Karma = -24000;

            VirtualArmor = 90;

            PackItem(new HellKey());

            AddItem(new HoodedShroudOfShadows(0x1));



            Item staff = new Scythe
                             ();

            staff.Movable = false;
            AddItem(staff);
        }
예제 #8
0
        public override void OnDoubleClick(Mobile from)
        {
            if (!from.InRange(this, 2))
            {
                from.SendLocalizedMessage(CommonLocs.YouTooFar);
                return;
            }

            WheatSheaf sheaf = null;

            try { sheaf = CreateCrop(this.StandardYield) as WheatSheaf; }
            catch { }

            if (sheaf == null)
            {
                from.SendMessage("You are unable to harvest any of this crop!");

                new Weeds().MoveToWorld(this.Location, this.Map);
                this.Delete();
            }
            else
            {
                Scythe scythe = from.FindItemOnLayer(Layer.TwoHanded) as Scythe;

                if (scythe != null)
                {
                    from.AddToBackpack(sheaf);

                    from.Animate(13, 7, 1, true, false, 0);
                    from.PlaySound(0x133);
                    from.SendMessage("You successfully harvest the crop!");

                    this.Delete();
                }
                else
                {
                    from.SendMessage("You need a scythe to harvest this crop!");

                    sheaf.Delete();
                }
            }
        }
예제 #9
0
        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);
            }
        }
예제 #10
0
        public SoulReaper() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name        = "a soul reaper";
            Hue         = 0x47E;
            Body        = 0x190;
            BaseSoundID = 0x48D;

            Item hands = new WornHumanDeco();

            hands.Name   = "bony fingers";
            hands.ItemID = 0x1450;
            hands.Hue    = 0x47E;
            hands.Layer  = Layer.Gloves;
            AddItem(hands);

            Item feet = new WornHumanDeco();

            feet.Name   = "bony feet";
            feet.ItemID = 0x170D;
            feet.Hue    = 0x47E;
            feet.Layer  = Layer.Shoes;
            AddItem(feet);

            Robe robe = new Robe();

            robe.Name   = "reaper robe";
            robe.ItemID = 0x2687;
            robe.Hue    = 0x497;
            AddItem(robe);

            Scythe scythe = new Scythe();

            scythe.Name     = "reaper scythe";
            scythe.Hue      = 0x978;
            scythe.LootType = LootType.Blessed;
            scythe.WeaponAttributes.HitLeechHits = 100;
            scythe.WeaponAttributes.HitLeechStam = 100;
            scythe.WeaponAttributes.HitLeechMana = 100;
            AddItem(scythe);

            SetStr(386, 400);
            SetDex(151, 165);
            SetInt(161, 175);

            SetHits(150, 200);

            SetDamage(8, 10);

            SetDamageType(ResistanceType.Physical, 100);

            SetResistance(ResistanceType.Physical, 35, 45);
            SetResistance(ResistanceType.Fire, 25, 30);
            SetResistance(ResistanceType.Cold, 25, 30);
            SetResistance(ResistanceType.Poison, 10, 20);
            SetResistance(ResistanceType.Energy, 10, 20);

            SetSkill(SkillName.DetectHidden, 125.0);
            SetSkill(SkillName.Anatomy, 125.0);
            SetSkill(SkillName.MagicResist, 125.0);
            SetSkill(SkillName.Swords, 125.0);
            SetSkill(SkillName.Tactics, 125.0);

            Fame  = 9000;
            Karma = -9000;

            VirtualArmor = 10;
        }
예제 #11
0
        private void InitContents(BarrelType type)
        {
            Item item  = null;
            byte count = (byte)Utility.RandomMinMax(10, 30);

            for (byte i = 0; i < count; i++)
            {
                switch (type)
                {
                default:
                case BarrelType.Arrows: item = new Arrow(Utility.RandomMinMax(2, 6)); break;

                case BarrelType.Bolts: item = new Bolt(Utility.RandomMinMax(2, 6)); break;

                case BarrelType.Farming:
                {
                    if (i > 3)
                    {
                        return;
                    }

                    switch (Utility.Random(3))
                    {
                    case 0: item = new Shovel(); break;

                    case 1: item = new Scythe(); break;

                    case 2: item = new Pitchfork(); break;
                    }
                    break;
                }

                case BarrelType.LargeMining:
                {
                    if (i > 5)
                    {
                        return;
                    }

                    switch (Utility.Random(5))
                    {
                    case 0: item = new Pitchfork(); break;

                    case 1:
                    case 2: item = new Shovel(); break;

                    case 3:
                    case 4: item = new Pickaxe(); break;
                    }
                    break;
                }

                case BarrelType.LargeWeapon1:
                case BarrelType.LargeWeapon2:
                case BarrelType.LargeWeapon3:
                {
                    if (i > 6)
                    {
                        return;
                    }

                    switch (Utility.Random(6))
                    {
                    case 0: item = new Spear(); break;

                    case 1: item = new Halberd(); break;

                    case 2: item = new Axe(); break;

                    case 3: item = new ThinLongsword(); break;

                    case 4: item = new WarAxe(); break;

                    case 5: item = new VikingSword(); break;
                    }
                    break;
                }

                case BarrelType.Mining:
                {
                    if (i > 3)
                    {
                        return;
                    }

                    item = new Pickaxe();
                    break;
                }

                case BarrelType.Spears:
                {
                    if (i > 4)
                    {
                        return;
                    }

                    item = new Spear();
                    break;
                }

                case BarrelType.Weapons:
                {
                    if (i > 3)
                    {
                        return;
                    }

                    switch (Utility.Random(3))
                    {
                    case 0: item = new WarAxe(); break;

                    case 1: item = new WarMace(); break;

                    case 2: item = new Maul(); break;
                    }
                    break;
                }
                }

                if (item != null)
                {
                    DropItem(item);
                }
            }
        }
예제 #12
0
        public GrimReaper() : base(AIType.AI_Necro, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name        = "a Grim Reaper";
            Body        = 400;
            Hue         = 01;
            BaseSoundID = 451;

            SetStr(150);
            SetDex(150);
            SetInt(150);

            SetHits(5000);
            SetMana(5000);

            SetDamage(10, 25);

            SetDamageType(ResistanceType.Physical, 40);
            SetDamageType(ResistanceType.Cold, 30);
            SetDamageType(ResistanceType.Poison, 30);

            SetResistance(ResistanceType.Physical, 70);
            SetResistance(ResistanceType.Fire, 60);
            SetResistance(ResistanceType.Cold, 90);
            SetResistance(ResistanceType.Poison, 100);
            SetResistance(ResistanceType.Energy, 50);

            SetSkill(SkillName.SpiritSpeak, 120.0);
            SetSkill(SkillName.Necromancy, 120.0);
            SetSkill(SkillName.Poisoning, 120.0);
            SetSkill(SkillName.Meditation, 120.0);
            SetSkill(SkillName.Anatomy, 120.0);
            SetSkill(SkillName.MagicResist, 120.0);
            SetSkill(SkillName.Healing, 120.0);
            SetSkill(SkillName.Swords, 120.0);

            Fame  = 8000;
            Karma = -24000;

            VirtualArmor = 60;

            new SkeletalMount().Rider = this;

            Item arms = new DaemonArms();

            arms.Hue     = 0x455;
            arms.Movable = false;

            Item legs = new DaemonLegs();

            legs.Hue     = 0x455;
            legs.Movable = false;

            Item gloves = new DaemonGloves();

            gloves.Hue     = 0x455;
            gloves.Movable = false;

            Item chest = new DaemonChest();

            chest.Hue     = 0x455;
            chest.Movable = false;

            Item shroud = new HoodedShroudOfShadows();

            shroud.Hue     = 0x455;
            shroud.Movable = false;

            Item shoes = new Sandals();

            shoes.Hue     = 0x455;
            shoes.Movable = false;

            Scythe weapon = new Scythe();

            weapon.DamageLevel                = (WeaponDamageLevel)Utility.Random(5, 6);
            weapon.DurabilityLevel            = (WeaponDurabilityLevel)Utility.Random(5, 6);
            weapon.AccuracyLevel              = (WeaponAccuracyLevel)Utility.Random(5, 6);
            weapon.Skill                      = SkillName.Swords;
            weapon.Speed                      = 46;
            weapon.Hue                        = 0x151;
            weapon.Weight                     = 1.0;
            weapon.Movable                    = false;
            weapon.Attributes.SpellChanneling = 1;

            AddItem(weapon);
            AddItem(gloves);
            AddItem(arms);
            AddItem(chest);
            AddItem(legs);
            AddItem(shoes);
            AddItem(shroud);

            PackGold(5000, 7500);
            PackNecroReg(50, 100);
            PackItem(new NecromancerSpellbook((UInt64)0xFFFF));
        }
예제 #13
0
        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        public static Item CreateMetalWeapon()
        {
            Item item = null;

            int nType = Utility.RandomMinMax(0, 41);

            switch (nType)
            {
            case 1:         item = new Cutlass();                   item.Name = "cutlass";                  break;

            case 2:         item = new Katana();                    item.Name = "katana";                   break;

            case 3:         item = new Kryss();                             item.Name = "kryss";                    break;

            case 4:         item = new Broadsword();                item.Name = "broadsword";               break;

            case 5:         item = new Longsword();                 item.Name = "longsword";                break;

            case 6:         item = new ThinLongsword();             item.Name = "longsword";                break;

            case 7:         item = new VikingSword();               item.Name = "barbarian sword";  break;

            case 8:         item = new Scimitar();                  item.Name = "scimitar";                 break;

            case 9:         item = new BoneHarvester();             item.Name = "sickle";                   break;

            case 10:        item = new CrescentBlade();             item.Name = "crescent blade";   break;

            case 11:        item = new DoubleBladedStaff(); item.Name = "bladed staff";             break;

            case 12:        item = new Lance();                             item.Name = "lance";                    break;

            case 13:        item = new Pike();                              item.Name = "pike";                             break;

            case 14:        item = new Scythe();                    item.Name = "scythe";                   break;

            case 15:        item = new Dagger();                    item.Name = "dagger";                   break;

            case 16:        item = new HammerPick();                item.Name = "hammer pick";              break;

            case 17:        item = new Mace();                              item.Name = "mace";                             break;

            case 18:        item = new Maul();                              item.Name = "maul";                             break;

            case 19:        item = new WarHammer();                 item.Name = "war hammer";               break;

            case 20:        item = new WarMace();                   item.Name = "war mace";                 break;

            case 21:        item = new ExecutionersAxe();   item.Name = "great axe";                break;

            case 22:        item = new BattleAxe();                 item.Name = "battle axe";               break;

            case 23:        item = new TwoHandedAxe();              item.Name = "two-handed axe";   break;

            case 24:        item = new Axe();                               item.Name = "axe";                              break;

            case 25:        item = new DoubleAxe();                 item.Name = "double axe";               break;

            case 26:        item = new RoyalSword();                item.Name = "royal sword";              break;

            case 27:        item = new LargeBattleAxe();    item.Name = "large battle axe"; break;

            case 28:        item = new WarAxe();                    item.Name = "war axe";                  break;

            case 29:        item = new Bardiche();                  item.Name = "bardiche";                 break;

            case 30:        item = new Halberd();                   item.Name = "halberd";                  break;

            case 31:        item = new Pitchfork();                 item.Name = "trident";                  break;

            case 32:        item = new ShortSpear();                item.Name = "short spear";              break;

            case 33:        item = new Spear();                             item.Name = "spear";                    break;

            case 34:        item = new NoDachi();                   item.Name = "no dachi";                 break;

            case 35:        item = new Wakizashi();                 item.Name = "wakizashi";                break;

            case 36:        item = new Tetsubo();                   item.Name = "tetsubo";                  break;

            case 37:        item = new Lajatang();                  item.Name = "lajatang";                 break;

            case 38:        item = new Daisho();                    item.Name = "daisho";                   break;

            case 39:        item = new Tekagi();                    item.Name = "tekagi";                   break;

            case 40:        item = new Kama();                              item.Name = "kama";                             break;

            case 41:        item = new Sai();                               item.Name = "sai";                              break;
            }

            return(item);
        }
예제 #14
0
        public Urk() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            BaseSoundID      = 0x45A;
            Hue              = 0x430;
            Body             = 0x190;
            Name             = NameList.RandomName("urk");
            HairItemID       = 0;
            FacialHairItemID = 0;

            Item helm = new WornHumanDeco();

            helm.Name   = "urkish face";
            helm.ItemID = 0x141B;
            helm.Hue    = 0x430;
            helm.Layer  = Layer.Helm;
            AddItem(helm);

            if (Utility.RandomMinMax(1, 2) == 1)
            {
                LeatherArms ratarms = new LeatherArms();
                ratarms.Name        = "urkish rat skin arms";
                ratarms.PoisonBonus = 6;
                ratarms.Hue         = 0x972;
                AddItem(ratarms);

                LeatherChest ratchest = new LeatherChest();
                ratchest.Name        = "urkish rat skin tunic";
                ratchest.PoisonBonus = 8;
                ratchest.Hue         = 0x972;
                AddItem(ratchest);

                LeatherGloves ratgloves = new LeatherGloves();
                ratgloves.Name        = "urkish rat skin gloves";
                ratgloves.PoisonBonus = 5;
                ratgloves.Hue         = 0x972;
                AddItem(ratgloves);

                LeatherGorget ratgorget = new LeatherGorget();
                ratgorget.Name        = "urkish rat skin gorget";
                ratgorget.PoisonBonus = 4;
                ratgorget.Hue         = 0x972;
                AddItem(ratgorget);

                LeatherLegs ratlegs = new LeatherLegs();
                ratlegs.Name        = "urkish rat skin leggings";
                ratlegs.PoisonBonus = 7;
                ratlegs.Hue         = 0x972;
                AddItem(ratlegs);
            }
            else
            {
                BoneChest bonechest = new BoneChest();
                bonechest.Name        = "urkish chest piece";
                bonechest.PoisonBonus = 8;
                bonechest.Hue         = 0x972;
                AddItem(bonechest);

                BoneArms bonearms = new BoneArms();
                bonearms.Name        = "urkish bracers";
                bonearms.PoisonBonus = 6;
                bonearms.Hue         = 0x972;
                AddItem(bonearms);

                BoneLegs bonelegs = new BoneLegs();
                bonelegs.Name        = "urkish leggings";
                bonelegs.PoisonBonus = 7;
                bonelegs.Hue         = 0x972;
                AddItem(bonelegs);

                BoneGloves bonegloves = new BoneGloves();
                bonegloves.Name        = "urkish gauntlets";
                bonegloves.PoisonBonus = 5;
                bonegloves.Hue         = 0x972;
                AddItem(bonegloves);
            }

            Item weapon = new BattleAxe();

            switch (Utility.Random(28))
            {
            case 0: weapon = new BattleAxe(); weapon.Name = "battle axe"; break;

            case 1: weapon = new VikingSword(); weapon.Name = "great sword"; break;

            case 2: weapon = new Halberd(); weapon.Name = "halberd"; break;

            case 3: weapon = new DoubleAxe(); weapon.Name = "double axe"; break;

            case 4: weapon = new ExecutionersAxe(); weapon.Name = "great axe"; break;

            case 5: weapon = new WarAxe(); weapon.Name = "war axe"; break;

            case 6: weapon = new TwoHandedAxe(); weapon.Name = "two handed axe"; break;

            case 7: weapon = new Cutlass(); weapon.Name = "cutlass"; break;

            case 8: weapon = new Katana(); weapon.Name = "katana"; break;

            case 9: weapon = new Kryss(); weapon.Name = "kryss"; break;

            case 10: weapon = new Broadsword(); weapon.Name = "broadsword"; break;

            case 11: weapon = new Longsword(); weapon.Name = "longsword"; break;

            case 12: weapon = new ThinLongsword(); weapon.Name = "longsword"; break;

            case 13: weapon = new Scimitar(); weapon.Name = "scimitar"; break;

            case 14: weapon = new BoneHarvester(); weapon.Name = "sickle"; break;

            case 15: weapon = new CrescentBlade(); weapon.Name = "crescent blade"; break;

            case 16: weapon = new DoubleBladedStaff(); weapon.Name = "double bladed staff"; break;

            case 17: weapon = new Pike(); weapon.Name = "pike"; break;

            case 18: weapon = new Scythe(); weapon.Name = "scythe"; break;

            case 19: weapon = new Pitchfork(); weapon.Name = "trident"; break;

            case 20: weapon = new ShortSpear(); weapon.Name = "short spear"; break;

            case 21: weapon = new Spear(); weapon.Name = "spear"; break;

            case 22: weapon = new Club(); weapon.Name = "club"; break;

            case 23: weapon = new HammerPick(); weapon.Name = "hammer pick"; break;

            case 24: weapon = new Mace(); weapon.Name = "mace"; break;

            case 25: weapon = new Maul(); weapon.Name = "maul"; break;

            case 26: weapon = new WarHammer(); weapon.Name = "war hammer"; break;

            case 27: weapon = new WarMace(); weapon.Name = "war mace"; break;
            }

            weapon.Name = "urkish " + weapon.Name;
            weapon.Hue  = 0x7D1;
            ((BaseWeapon)weapon).AosElementDamages.Physical = 60;
            ((BaseWeapon)weapon).AosElementDamages.Poison   = 40;
            AddItem(weapon);

            switch (Utility.RandomMinMax(0, 5))
            {
            case 0: Title = "the urk warrior"; break;

            case 1: Title = "the urk savage"; break;

            case 2: Title = "the urk barbarian"; break;

            case 3: Title = "the urk fighter"; break;

            case 4: Title = "the urk gladiator"; break;

            case 5: Title = "the urk berserker"; break;
            }

            SetStr(196, 250);
            SetDex(76, 95);
            SetInt(36, 60);

            SetHits(118, 150);

            SetDamage(8, 18);

            SetDamageType(ResistanceType.Physical, 60);
            SetDamageType(ResistanceType.Poison, 40);

            SetResistance(ResistanceType.Physical, 35, 45);
            SetResistance(ResistanceType.Fire, 20, 30);
            SetResistance(ResistanceType.Cold, 50, 60);
            SetResistance(ResistanceType.Poison, 60, 80);
            SetResistance(ResistanceType.Energy, 30, 40);

            SetSkill(SkillName.MagicResist, 65.1, 80.0);
            SetSkill(SkillName.Tactics, 85.1, 100.0);
            SetSkill(SkillName.Macing, 85.1, 95.0);
            SetSkill(SkillName.Swords, 85.1, 95.0);
            SetSkill(SkillName.Fencing, 85.1, 95.0);
            SetSkill(SkillName.Wrestling, 85.1, 95.0);

            Fame  = 3000;
            Karma = -3000;

            VirtualArmor = 40;
        }