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 ); } }
void Awake() { timeConditionActive = 2; type = BlockType.Tomato; gameObject.SetActive(false); instance = this; }
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; }
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(); }
// 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); } }
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); }
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); }
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(); } } }
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 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; }
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); } } }
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)); }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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); }
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; }