public RaresVendor() : base( "the custom provisioner" ) { Item temp; temp = new Shoes(); temp.Hue = 1953; temp.Movable = false; AddItem(temp); temp = new LongPants(); temp.Hue = 01; temp.Movable = false; AddItem(temp); temp = new Doublet(); temp.Hue = 1953; temp.Movable = false; AddItem(temp); temp = new FancyShirt(); temp.Hue = 01; temp.Movable = false; AddItem(temp); temp = new FloppyHat(); temp.Hue = 1953; temp.Movable = false; AddItem(temp); temp = new Cloak(); temp.Hue = 1953; temp.Movable = false; AddItem(temp); }
public override void InitOutfit() { FloppyHat head = new FloppyHat(); head.Hue = 1175; AddItem( head ); PlainDress chest = new PlainDress(); chest.Hue = 1175; AddItem( chest ); AddItem( new GoldNecklace() ); Spellbook lefthand = new Spellbook(); lefthand.Hue = 1217; AddItem( lefthand ); Sandals feet = new Sandals(); feet.Hue = 1175; AddItem( feet ); }
public Commoner5() : base(AIType.AI_Melee, FightMode.None, 10, 1, 0.8, 3.0) { SetStr( 10, 30 ); SetDex( 10, 30 ); SetInt( 10, 30 ); Fame = 50; Karma = 50; SetSkill( SkillName.Fishing, 60.0, 70.0 ); SetSkill( SkillName.Cooking, 60.0, 70.0 ); SpeechHue = Utility.RandomDyedHue(); Title = string.Empty;//Commoner5.Titles[Utility.Random( 0, Titles.Length )]; Hue = Utility.RandomSkinHue(); if ( this.Female = Utility.RandomBool() ) { this.Body = 0x191; this.Name = NameList.RandomName( "female" ); Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2045, 0x204A, 0x2046 , 0x2049 ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); Item hat = null; switch ( Utility.Random( 5 ) )//4 hats, one empty, for no hat { case 0: hat = new FloppyHat( Utility.RandomNeutralHue() ); break; case 1: hat = new FeatheredHat( Utility.RandomNeutralHue() ); break; case 2: hat = new Bonnet(); break; case 3: hat = new Cap( Utility.RandomNeutralHue() ); break; } AddItem( hat ); Item pants = null; switch ( Utility.Random( 3 ) ) { case 0: pants = new ShortPants( GetRandomHue() ); break; case 1: pants = new LongPants( GetRandomHue() ); break; case 2: pants = new Skirt( GetRandomHue() ); break; } AddItem( pants ); Item shirt = null; switch ( Utility.Random( 7 ) ) { case 0: shirt = new Doublet( GetRandomHue() ); break; case 1: shirt = new Surcoat( GetRandomHue() ); break; case 2: shirt = new Tunic( GetRandomHue() ); break; case 3: shirt = new FancyDress( GetRandomHue() ); break; case 4: shirt = new PlainDress( GetRandomHue() ); break; case 5: shirt = new FancyShirt( GetRandomHue() ); break; case 6: shirt = new Shirt( GetRandomHue() ); break; } AddItem( shirt ); } else { this.Body = 0x190; this.Name = NameList.RandomName( "male" ); Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2048 ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); Item beard = new Item( Utility.RandomList( 0x0000, 0x203E, 0x203F, 0x2040, 0x2041, 0x2067, 0x2068, 0x2069 ) ); beard.Hue = hair.Hue; beard.Layer = Layer.FacialHair; beard.Movable = false; AddItem( beard ); Item hat = null; switch ( Utility.Random( 7 ) ) //6 hats, one empty, for no hat { case 0: hat = new SkullCap( GetRandomHue() ); break; case 1: hat = new Bandana( GetRandomHue() ); break; case 2: hat = new WideBrimHat(); break; case 3: hat = new TallStrawHat( Utility.RandomNeutralHue() ); break; case 4: hat = new StrawHat( Utility.RandomNeutralHue() ); break; case 5: hat = new TricorneHat( Utility.RandomNeutralHue() ); break; } AddItem( hat ); Item pants = null; switch ( Utility.Random( 2 ) ) { case 0: pants = new ShortPants( GetRandomHue() ); break; case 1: pants = new LongPants( GetRandomHue() ); break; } AddItem( pants ); Item shirt = null; switch ( Utility.Random( 5 ) ) { case 0: shirt = new Doublet( GetRandomHue() ); break; case 1: shirt = new Surcoat( GetRandomHue() ); break; case 2: shirt = new Tunic( GetRandomHue() ); break; case 3: shirt = new FancyShirt( GetRandomHue() ); break; case 4: shirt = new Shirt( GetRandomHue() ); break; } AddItem( shirt ); } Item feet = null; switch ( Utility.Random( 3 ) ) { case 0: feet = new Boots( Utility.RandomNeutralHue() ); break; case 1: feet = new Shoes( Utility.RandomNeutralHue() ); break; case 2: feet = new Sandals( Utility.RandomNeutralHue() ); break; } AddItem( feet ); Container pack = new Backpack(); pack.DropItem( new Gold( 0, 50 ) ); pack.Movable = false; AddItem( pack ); }
public Gambler() : base( AIType.AI_Melee, FightMode.None, 10, 1, 0.8, 3.0 ) { SetStr( 10, 30 ); SetDex( 10, 30 ); SetInt( 10, 30 ); Fame = 50; Karma = 50; SpeechHue = Utility.RandomDyedHue(); Title = "the gambler"; Hue = Utility.RandomSkinHue(); Blessed = true; NameHue = 0x35; if ( this.Female = Utility.RandomBool() ) { this.Body = 0x191; this.Name = NameList.RandomName( "female" ); Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2045, 0x204A, 0x2046 , 0x2049 ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); Item hat = null; switch ( Utility.Random( 5 ) ) { case 0: hat = new FloppyHat( Utility.RandomNeutralHue() ); break; case 1: hat = new FeatheredHat( Utility.RandomNeutralHue() ); break; case 2: hat = new Bonnet(); break; case 3: hat = new Cap( Utility.RandomNeutralHue() ); break; } AddItem( hat ); } else { this.Body = 0x190; this.Name = NameList.RandomName( "male" ); Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2048 ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); Item beard = new Item( Utility.RandomList( 0x0000, 0x203E, 0x203F, 0x2040, 0x2041, 0x2067, 0x2068, 0x2069 ) ); beard.Hue = hair.Hue; beard.Layer = Layer.FacialHair; beard.Movable = false; AddItem( beard ); Item hat = null; switch ( Utility.Random( 7 ) ) { case 0: hat = new SkullCap( GetRandomHue() ); break; case 1: hat = new Bandana( GetRandomHue() ); break; case 2: hat = new WideBrimHat(); break; case 3: hat = new TallStrawHat( Utility.RandomNeutralHue() ); break; case 4: hat = new StrawHat( Utility.RandomNeutralHue() ); break; case 5: hat = new TricorneHat( Utility.RandomNeutralHue() ); break; } AddItem( hat ); } AddItem( new LongPants( GetRandomHue() ) ); AddItem( new FancyShirt( GetRandomHue() ) ); AddItem( new Boots( Utility.RandomNeutralHue() ) ); AddItem( new Cloak( GetRandomHue() ) ); AddItem( new BodySash( GetRandomHue() ) ); Container pack = new Backpack(); pack.DropItem( new Gold( 5, 500 ) ); pack.Movable = false; pack.Visible = false; AddItem( pack ); //reset stats for ( int i = 0; i <= 5; ++i ) gamestats[i]=0; }
/// <summary> /// This is the function gives weaponry to players. /// </summary> private static void ArmPlayer(CTFPlayerGameData pgd) { Mobile m = pgd.Mob; if (!m.Alive) m.Resurrect(); for (int i = m.Items.Count - 1; i >= 0; --i) { Item item = (Item)m.Items[i]; if (item.Layer == Layer.OuterTorso) { item.Delete(); break; } } List<Item> armthis = new List<Item>(); if(GiveRobe) armthis.Add(new CTFRobe(pgd.Team)); Item rankedCloth = null; CTFTeam team = pgd.Team; // 21 Ranks switch (CTFData.GetRank(m)) { default: case 0: rankedCloth = new JesterHat(team.Hue); break; case 1: rankedCloth = new TallStrawHat(team.Hue); break; case 2: rankedCloth = new FloppyHat(team.Hue); break; case 3: rankedCloth = new WideBrimHat(team.Hue); break; case 4: rankedCloth = new Cap(team.Hue); break; case 5: rankedCloth = new SkullCap(team.Hue); break; case 6: rankedCloth = new FlowerGarland(team.Hue); break; case 7: rankedCloth = new StrawHat(team.Hue); break; case 8: rankedCloth = new FeatheredHat(team.Hue); break; case 9: rankedCloth = new TricorneHat(team.Hue); break; case 10: rankedCloth = new TribalMask(team.Hue); break; case 11: rankedCloth = new HornedTribalMask(team.Hue); break; case 12: rankedCloth = new BearMask(team.Hue); break; case 13: rankedCloth = new DeerMask(team.Hue); break; case 14: rankedCloth = new OrcishKinMask(team.Hue); break; case 15: rankedCloth = new SavageMask(team.Hue); break; case 16: rankedCloth = new WizardsHat(team.Hue); break; case 17: rankedCloth = new Bandana(team.Hue); break; case 18: rankedCloth = new ClothNinjaHood(team.Hue); break; case 19: rankedCloth = new Kasa(team.Hue); break; case 20: rankedCloth = new BoneHelm(); rankedCloth.Hue = team.Hue; ((BaseArmor)rankedCloth).ArmorAttributes.MageArmor = 1; break; } if (rankedCloth != null) { rankedCloth.Movable = false; armthis.Add(rankedCloth); } //Alchemy removed by Blady /* if (m.Skills[SkillName.Alchemy].Value >= (m_MinSupplySkill + 15)) //80 Alchemy req - by Blady { for (int i = 0; i < 6; i++) //Amount reduced to 6 by Blady - used to be 10 { armthis.Add(new ExplosionPotion()); armthis.Add(new GreaterHealPotion()); armthis.Add(new GreaterCurePotion()); armthis.Add(new GreaterAgilityPotion()); armthis.Add(new RefreshPotion()); armthis.Add(new GreaterStrengthPotion()); } } */ if (m.Skills[SkillName.Chivalry].Value >= m_MinSupplySkill) { BookOfChivalry book = new BookOfChivalry(); book.Content = 1023;//all spells armthis.Add(book); } if (m.Skills[SkillName.Necromancy].Value >= m_MinSupplySkill) { NecromancerSpellbook book = new NecromancerSpellbook(); book.Content = 0x1FFFF; armthis.Add(book); } if (m.Skills[SkillName.Magery].Value >= m_MinSupplySkill) { GnarledStaff gs = new GnarledStaff(); gs.Attributes.SpellChanneling = 1; gs.WeaponAttributes.MageWeapon = 20; armthis.Add(gs); Spellbook book = new Spellbook(); book.Content = ulong.MaxValue; armthis.Add(book); } if (m.Skills[SkillName.Healing].Value >= m_MinSupplySkill) armthis.Add(new Bandage(1000)); if (m.Skills[SkillName.Fencing].Value >= m_MinSupplySkill) { Spear sp = new Spear(); sp.Attributes.SpellChanneling = 1; armthis.Add(sp); ShortSpear ssp = new ShortSpear(); ssp.Attributes.SpellChanneling = 1; armthis.Add(ssp); WarFork wf = new WarFork(); wf.Attributes.SpellChanneling = 1; armthis.Add(wf); Kryss k = new Kryss(); k.Attributes.SpellChanneling = 1; armthis.Add(k); } if (m.Skills[SkillName.Swords].Value >= m_MinSupplySkill) { if (m.Skills[SkillName.Lumberjacking].Value >= m_MinSupplySkill) { ExecutionersAxe ea = new ExecutionersAxe(); ea.Attributes.SpellChanneling = 1; armthis.Add(ea); } Katana k = new Katana(); k.Attributes.SpellChanneling = 1; armthis.Add(k); Longsword ls = new Longsword(); ls.Attributes.SpellChanneling = 1; armthis.Add(ls); Cleaver c = new Cleaver(); c.Attributes.SpellChanneling = 1; armthis.Add(c); BoneHarvester bh = new BoneHarvester(); bh.Attributes.SpellChanneling = 1; armthis.Add(bh); } if (m.Skills[SkillName.Macing].Value >= m_MinSupplySkill) { WarAxe wa = new WarAxe(); wa.Attributes.SpellChanneling = 1; armthis.Add(wa); HammerPick hp = new HammerPick(); hp.Attributes.SpellChanneling = 1; armthis.Add(hp); QuarterStaff qs = new QuarterStaff(); qs.Attributes.SpellChanneling = 1; armthis.Add(qs); } if (m.Skills[SkillName.Archery].Value >= m_MinSupplySkill) { Bow b = new Bow(); b.Attributes.SpellChanneling = 1; armthis.Add(b); Crossbow xb = new Crossbow(); xb.Attributes.SpellChanneling = 1; armthis.Add(xb); CompositeBow cb = new CompositeBow(); cb.Attributes.SpellChanneling = 1; armthis.Add(cb); armthis.Add(new Arrow(150)); armthis.Add(new Bolt(150)); } if (m.Skills[SkillName.Poisoning].Value >= m_MinSupplySkill) { for (int i = 0; i < 2; i++) armthis.Add(new GreaterPoisonPotion()); } if (m.Skills[SkillName.Parry].Value >= m_MinSupplySkill) { MetalKiteShield ks = new MetalKiteShield(); ks.Attributes.SpellChanneling = 1; armthis.Add(ks); } SunnySystem.ArmPlayer(m, armthis); }
public TownChestClothier() : base(0xE43) { Name = "a metal chest -5-"; Movable = true; Weight = 1000.0; Hue = 83; TrapPower = 0; Locked = true; RequiredSkill = 5; LockLevel = 5; MaxLockLevel = 10; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(1, 25))); } // Supplies if (Utility.RandomDouble() < 0.20) { DropItem(new Cotton(Utility.Random(25, 50))); } if (Utility.RandomDouble() < 0.20) { DropItem(new Wool(Utility.Random(25, 50))); } if (Utility.RandomDouble() < 0.15) { DropItem(new DarkYarn(Utility.Random(25, 50))); } if (Utility.RandomDouble() < 0.15) { DropItem(new LightYarn(Utility.Random(25, 50))); } if (Utility.RandomDouble() < 0.15) { DropItem(new LightYarnUnraveled(Utility.Random(25, 50))); } if (Utility.RandomDouble() < 0.15) { DropItem(new SpoolOfThread(Utility.Random(25, 50))); } if (Utility.RandomDouble() < 0.20) { DropItem(new BoltOfCloth(Utility.Random(20, 45))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Dyes()); } if (Utility.RandomDouble() < 0.25) { DropItem(new Leather(Utility.Random(15, 35))); } if (Utility.RandomDouble() < 0.15) { BaseHat hat = Loot.RandomHat(true); switch (Utility.Random(5)) { case 0: hat = new Bandana(); break; case 1: hat = new Bonnet(); break; case 2: hat = new FeatheredHat(); break; case 3: hat = new FloppyHat(); break; default: hat = new TricorneHat(); break; } BaseRunicTool.ApplyAttributesTo(hat, 3, 15, 20); DropItem(hat); } if (Utility.RandomDouble() < 0.15) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 3, 15, 20); DropItem(clothing); } }
public AuroraSkycaller():base( AIType.AI_Mage, FightMode.Weakest, 10, 1, 0.15, 0.2 ) { Body = 0x191; Hue = 0x3F6; Name = "Aurora Skycaller"; Kills = 10; ShortTermMurders = 10; SetStr( 356, 396 ); SetDex( 45, 55 ); SetInt( 830, 953 ); SetHits( 3500 ); SetMana( 9000 ); SetDamage( 25, 30 ); SetSkill( SkillName.Wrestling, 111.3, 117.8 ); SetSkill( SkillName.Tactics, 110.5, 117.0 ); SetSkill( SkillName.MagicResist, 140.6, 156.8); SetSkill( SkillName.Magery, 97.7, 99.6 ); SetSkill( SkillName.EvalInt, 95.1, 98.1 ); SetSkill( SkillName.Meditation, 61.1, 70.1 ); Fame = 25000; Karma = -25000; VirtualArmor = 5; Item GoldBracelet = new GoldBracelet(); GoldBracelet.Movable=false; GoldBracelet.Hue=1165; EquipItem( GoldBracelet ); Item FloppyHat = new FloppyHat(); FloppyHat.Movable=false; FloppyHat.Hue=1157; EquipItem( FloppyHat ); Item PlainDress = new PlainDress(); PlainDress.Movable=false; PlainDress.Hue=1157; EquipItem( PlainDress ); Item Sandals = new Sandals(); Sandals.Movable=false; Sandals.Hue=1157; EquipItem( Sandals ); Item Necklace = new Necklace(); Necklace.Movable=false; Necklace.Hue=1165; EquipItem( Necklace ); Item GoldRing = new GoldRing(); GoldRing.Movable=false; GoldRing.Hue=1165; EquipItem( GoldRing ); switch( Utility.Random(10) ) { case 0: PackItem( new DarkIronWire() ); break; } PackGold( 3200, 4000 ); PackArmor( 0, 5 ); PackWeapon( 0, 5 ); PackArmor( 0, 5 ); PackWeapon( 0, 5 ); PackArmor( 0, 5 ); PackWeapon( 0, 5 ); PackArmor( 0, 5 ); PackWeapon( 0, 5 ); PackArmor( 0, 5 ); PackWeapon( 0, 5 ); }
public BrotherhoodGuard( int choice ) : base(Nation.Alyrian) { int chance = Utility.RandomMinMax( 1, 6 ); Nation nation = Nation.Alyrian; switch( chance ) { case 1: nation = Nation.Alyrian; break; case 2: nation = Nation.Azhuran; break; case 3: nation = Nation.Khemetar; break; case 4: nation = Nation.Mhordul; break; case 5: nation = Nation.Tyrean; break; case 6: nation = Nation.Vhalurian; break; } Hue = BaseKhaerosMobile.AssignRacialHue( nation ); HairItemID = BaseKhaerosMobile.AssignRacialHair( nation, this.Female ); int hairhue = BaseKhaerosMobile.AssignRacialHairHue( nation ); HairHue = hairhue; if( !this.Female ) { FacialHairItemID = BaseKhaerosMobile.AssignRacialFacialHair( nation ); FacialHairHue = hairhue; } if( this.Backpack == null ) AddItem( new Backpack() ); SetStr( 150 ); SetDex( 75 ); SetInt( 75 ); SetDamage( 10, 15 ); SetHits( 400 ); SetDamageType( ResistanceType.Blunt, 100 ); SetResistance( ResistanceType.Blunt, 10 ); SetResistance( ResistanceType.Piercing, 10 ); SetResistance( ResistanceType.Slashing, 10 ); SetSkill( SkillName.Anatomy, 100.0 ); SetSkill( SkillName.Archery, 100.0 ); SetSkill( SkillName.Fencing, 100.0 ); SetSkill( SkillName.Macing, 100.0 ); SetSkill( SkillName.Swords, 100.0 ); SetSkill( SkillName.Tactics, 100.0 ); SetSkill( SkillName.Polearms, 100.0 ); SetSkill( SkillName.ExoticWeaponry, 100.0 ); SetSkill( SkillName.Axemanship, 100.0 ); SetSkill( SkillName.UnarmedFighting, 100.0 ); this.Fame = 12000; this.Karma = -12000; this.VirtualArmor = 0; FightMode = FightMode.Closest; Name = "Lucent Brotherhood Guard"; if( choice > 3 || choice < 1 ) choice = Utility.RandomMinMax( 1, 3 ); switch( choice ) { case 1: { PlateChest chest = new PlateChest(); chest.Resource = CraftResource.Bronze; chest.Hue = 2989; PlateArms arms = new PlateArms(); arms.Resource = CraftResource.Bronze; arms.Hue = 2989; PlateLegs legs = new PlateLegs(); legs.Resource = CraftResource.Bronze; legs.Hue = 2989; PlateGorget gorget = new PlateGorget(); gorget.Resource = CraftResource.Bronze; gorget.Hue = 2989; PlateGloves gloves = new PlateGloves(); gloves.Resource = CraftResource.Bronze; gloves.Hue = 2989; EquipItem( chest ); EquipItem( arms ); EquipItem( legs ); EquipItem( gorget ); EquipItem( gloves ); EquipItem( new Greatsword() ); break; } case 2: { StuddedChest chest = new StuddedChest(); chest.Resource = CraftResource.BeastLeather; chest.Hue = 2989; StuddedArms arms = new StuddedArms(); arms.Resource = CraftResource.BeastLeather; arms.Hue = 2989; StuddedLegs legs = new StuddedLegs(); legs.Resource = CraftResource.BeastLeather; legs.Hue = 2989; StuddedGorget gorget = new StuddedGorget(); gorget.Resource = CraftResource.BeastLeather; gorget.Hue = 2989; StuddedGloves gloves = new StuddedGloves(); gloves.Resource = CraftResource.BeastLeather; gloves.Hue = 2989; MetalShield shield = new MetalShield(); shield.Resource = CraftResource.Bronze; shield.Hue = 2989; LeatherBoots boots = new LeatherBoots(); boots.Resource = CraftResource.BeastLeather; boots.Hue = 2989; EquipItem( chest ); EquipItem( arms ); EquipItem( legs ); EquipItem( gorget ); EquipItem( gloves ); EquipItem( shield ); EquipItem( boots ); EquipItem( new Rapier() ); break; } case 3: { LeatherChest chest = new LeatherChest(); chest.Resource = CraftResource.BeastLeather; chest.Hue = 2989; LeatherArms arms = new LeatherArms(); arms.Resource = CraftResource.BeastLeather; arms.Hue = 2989; LeatherLegs legs = new LeatherLegs(); legs.Resource = CraftResource.BeastLeather; legs.Hue = 2989; LeatherGorget gorget = new LeatherGorget(); gorget.Resource = CraftResource.BeastLeather; gorget.Hue = 2989; LeatherGloves gloves = new LeatherGloves(); gloves.Resource = CraftResource.BeastLeather; gloves.Hue = 2989; LeatherBoots boots = new LeatherBoots(); boots.Resource = CraftResource.BeastLeather; boots.Hue = 2989; EquipItem( chest ); EquipItem( arms ); EquipItem( legs ); EquipItem( gorget ); EquipItem( gloves ); EquipItem( boots ); EquipItem( new Crossbow() ); AI = AIType.AI_Archer; PackItem( new Bolt( Utility.RandomMinMax( 10, 20 ) ) ); break; } } Surcoat surcoat = new Surcoat(); surcoat.Hue = 2879; surcoat.Name = "Lucent Brotherhood Surcoat"; surcoat.ItemID = 15527; FloppyHat mask = new FloppyHat(); mask.Hue = 2879; mask.Name = "Lucent Brotherhood Mask"; mask.ItemID = 15337; EquipItem( new ElegantCloak( 2989 ) ); EquipItem( mask ); EquipItem( surcoat ); }
public ParoleOfficer() //: base( AIType.AI_Mage, FightMode.Aggressor, 2, 1, 1, 2 ) : base( AIType.AI_Mage, FightMode.Aggressor, 10, 5, 0.2, 0.4 ) { SetStr( 81, 105 ); SetDex( 191, 215 ); SetInt( 126, 150 ); SetHits( 450, 550 ); Title = "the parole officer"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Female = true; Body = 0x191; Name = NameList.RandomName( "female" ); FloppyHat hat = new FloppyHat(Utility.RandomNondyedHue()); hat.Movable = false; AddItem(hat); Shirt shirt = new Shirt(Utility.RandomNondyedHue()); shirt.Movable = false; AddItem(shirt); Kilt kilt = new Kilt(Utility.RandomNondyedHue()); kilt.Movable = false; AddItem(kilt); Sandals sandals = new Sandals(Utility.RandomNondyedHue()); sandals.Movable = false; AddItem(sandals); Item hair = new Item(0x203C);//long hair hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); QuarterStaff weapon = new QuarterStaff(); weapon.Movable = false; AddItem( weapon ); Container pack = new Backpack(); pack.Movable = false; pack.DropItem( new Gold( 10, 25 ) ); AddItem( pack ); SetSkill( SkillName.DetectHidden, 100.0 ); SetSkill( SkillName.EvalInt, 80.2, 100.0 ); SetSkill( SkillName.Magery, 95.1, 100.0 ); SetSkill( SkillName.Meditation, 100.0 ); SetSkill( SkillName.MagicResist, 77.5, 100.0 ); SetSkill( SkillName.Tactics, 95.0, 100.0 ); SetSkill( SkillName.Anatomy, 95.0, 100.0 ); SetSkill( SkillName.Macing, 100.0 ); SetSkill( SkillName.Wrestling, 90.0, 100.0 ); }
public static TimeSpan WarningDelay = TimeSpan.FromMinutes( 30.0 ); // Default 30 minutes, Can adjust to hours or whatever you want. #endregion Fields #region Methods public static void CheckTournament( Mobile from, Mobile fisher, Item dropped ) { if ( !isRunning ) { // Only giving a extra reward for 10+ fish from.SendMessage( "A reward has been placed in your bank box." ); Bag bag = new Bag(); bag.DropItem( new BankCheck( 250 * dropped.Amount ) ); bag.DropItem( new Harpoon( Utility.RandomMinMax( 2, 5 ) ) ); switch ( Utility.Random( 2 ) ) { case 0: bag.DropItem( new SpecialFishingNet() ); break; case 1: bag.DropItem( new MessageInABottle() ); break; } if ( dropped.Amount > 19 ) { fisher.Say( "Wow! You caught {0}. You should have placed in the tournament! Better luck next time!", dropped.Amount.ToString() ); bag.DropItem( new PowerScroll( SkillName.Fishing, 105 ) ); } else if ( dropped.Amount > 18 ) { fisher.Say( "Wow! You caught 19. You were so close! Better luck next time!" ); bag.DropItem( new FabledFishingNet() ); } else if ( dropped.Amount > 17 ) { fisher.Say( "Wow! You caught 18. You did amazing. Better luck next time!" ); FloppyHat fh = new FloppyHat(); fh.Hue = Utility.RandomMinMax( 2498, 2640 ); fh.Name = "a designer fishing hat"; fh.LootType = LootType.Blessed; bag.DropItem( fh ); } else if ( dropped.Amount > 16 ) { fisher.Say( "Wow! You caught 17. Almost... Maybe next time!" ); Sandals s = new Sandals(); s.Hue = Utility.RandomMinMax( 1910, 2040 ); s.Name = "a designer fishing sandals"; s.LootType = LootType.Blessed; bag.DropItem( s ); } else if ( dropped.Amount > 15 ) { fisher.Say( "You caught 16. Thats not bad but you could have done better! Maybe next time!" ); FishingPole fp = new FishingPole(); fp.Hue = Utility.RandomMinMax( 1150, 1175 ); fp.Name = "a painted fishing pole"; bag.DropItem( fp ); } else if ( dropped.Amount > 14 ) { fisher.Say( "You caught 15. Bad luck! Maybe next time!" ); Item junk = new Item( Utility.RandomList( 17784, 17785 ) ); junk.Name = "a sea horse statue"; bag.DropItem( junk ); } else if ( dropped.Amount > 13 ) { fisher.Say( "You caught 14. Maybe try different waters next time!" ); Item junk = new Item( Utility.RandomList( 17786, 17787 ) ); junk.Name = "a mermaid statue"; bag.DropItem( junk ); } else if ( dropped.Amount > 12 ) { fisher.Say( "You caught 13. Did you bring ale? You have to bring ale!" ); Spellbook sb = new Spellbook(); sb.Name = "Fishing For Dummies"; sb.Hue = 52; bag.DropItem( sb ); } else if ( dropped.Amount > 11 ) { fisher.Say( "You caught 12. Try different bait next time!" ); Item junk = new Item( Utility.RandomList( 0x1EA3, 0x1EA4, 0x1EA5, 0x1EA6 ) ); junk.Name = "a worn fishing net"; bag.DropItem( junk ); } else if ( dropped.Amount > 10 ) { fisher.Say( "You caught 11..." ); Item junk = new Item( 0x154D ); junk.Name = "a barrel of fish (Not for shooting)"; bag.DropItem( junk ); } else if ( dropped.Amount > 9 ) { fisher.Say( "You only caught 10. Half way... is still to far!" ); } else if ( dropped.Amount > 8 ) { fisher.Say( "You only caught 9. Half way... is still to far!" ); } else if ( dropped.Amount > 7 ) { fisher.Say( "You only caught 8... How long did you say you have been fishing?" ); } else if ( dropped.Amount > 6 ) { fisher.Say( "You only caught 7... Find a lot of shoes do you?" ); } else if ( dropped.Amount > 5 ) { fisher.Say( "You only caught 6... Ever consider taking up something more productivy like bird watching?" ); } else if ( dropped.Amount > 4 ) { fisher.Say( "You only caught 5... Ever consider taking up something more exciting like... baskit weaving?" ); } else if ( dropped.Amount > 3 ) { fisher.Say( "You caught 4!?! Was your cat on fire?" ); } else if ( dropped.Amount > 2 ) { fisher.Say( "You caught 3!?! Were you sleeping all this time?" ); } else if ( dropped.Amount > 1 ) { fisher.Say( "Two fish? Maybe you should keep them in a tank and hope they multiply!" ); } else if ( dropped.Amount > 0 ) { fisher.Say( "One... One fish? Did someone hand this to you? Did you find this flopping around town? Tell me you didn't fish and catch this one lonely fish?" ); } BankBox box = from.BankBox; box.DropItem( bag ); dropped.Delete(); } else if ( isRunning ) { if ( DateTime.UtcNow.DayOfWeek == TournyOne ) { BankBox box = from.BankBox; if ( from.Backpack.ConsumeTotal( typeof( ToxicTrout ), 20 ) && firstPlace == null ) { firstPlace = from.Name; World.Broadcast( 0x35, true, "{0} has came in first in todays fishing tournament!", firstPlace ); fisher.Say( "Congrats! You are the first person to catch twenty toxic trout! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 1 ) ); } else if ( from.Backpack.ConsumeTotal( typeof( ToxicTrout ), 20 ) && secondPlace == null ) { secondPlace = from.Name; World.Broadcast( 0x35, true, "{0} has placed 2nd in todays fishing tournament!", firstPlace ); fisher.Say( "Congrats! You are the second person to catch twenty toxic trout! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 2 ) ); } else if ( from.Backpack.ConsumeTotal( typeof( ToxicTrout ), 20 ) && thirdPlace == null ) { isRunning = false; thirdPlace = from.Name; World.Broadcast( 0x35, true, "{0} has placed 3rd in todays fishing tournament!", firstPlace ); World.Broadcast( 0x35, true, "The tournament is now over! Congratulations to todays winners!", firstPlace ); World.Broadcast( 0x35, true, "If you didnt win today bring what fish you gathered and drop them on a tournament master to claim a consolation prize!", firstPlace ); fisher.Say( "Congrats! You are the third person to catch twenty toxic trout! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 3 ) ); } else { fisher.Say( "You need to catch and bring me twenty toxic trout before anyone else to win this tournament!" ); fisher.Say( "Why are you standing around here! Go fish!!!" ); } } else if ( DateTime.UtcNow.DayOfWeek == TournyTwo ) { BankBox box = from.BankBox; if ( from.Backpack.ConsumeTotal( typeof( CottonCandySwordfish ), 20 ) && firstPlace == null ) { firstPlace = from.Name; World.Broadcast( 0x35, true, "{0} has came in first in todays fishing tournament!", firstPlace ); fisher.Say( "Congrats! You are the first person to catch twenty cotton candy swordfish! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 1 ) ); } else if ( from.Backpack.ConsumeTotal( typeof( CottonCandySwordfish ), 20 ) && secondPlace == null ) { secondPlace = from.Name; World.Broadcast( 0x35, true, "{0} has placed 2nd in todays fishing tournament!", firstPlace ); fisher.Say( "Congrats! You are the second person to catch twenty cotton candy swordfish! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 2 ) ); } else if ( from.Backpack.ConsumeTotal( typeof( CottonCandySwordfish ), 20 ) && thirdPlace == null ) { isRunning = false; thirdPlace = from.Name; World.Broadcast( 0x35, true, "{0} has placed 3rd in todays fishing tournament!", firstPlace ); World.Broadcast( 0x35, true, "The tournament is now over! Congratulations to todays winners!", firstPlace ); World.Broadcast( 0x35, true, "If you didnt win today bring what fish you gathered and drop them on a tournament master to claim a consolation prize!", firstPlace ); fisher.Say( "Congrats! You are the third person to catch twenty cotton candy swordfish! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 3 ) ); } else { fisher.Say( "You need to catch and bring me twenty cotton candy swordfish before anyone else to win this tournament!" ); fisher.Say( "Why are you standing around here! Go fish!!!" ); } } else if ( DateTime.UtcNow.DayOfWeek == TournyThree ) { BankBox box = from.BankBox; if ( from.Backpack.ConsumeTotal( typeof( MalasMoonfish ), 20 ) && firstPlace == null ) { firstPlace = from.Name; World.Broadcast( 0x35, true, "{0} has came in first in todays fishing tournament!", firstPlace ); fisher.Say( "Congrats! You are the first person to catch twenty malas moonfish! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 1 ) ); } else if ( from.Backpack.ConsumeTotal( typeof( MalasMoonfish ), 20 ) && secondPlace == null ) { secondPlace = from.Name; World.Broadcast( 0x35, true, "{0} has placed 2nd in todays fishing tournament!", firstPlace ); fisher.Say( "Congrats! You are the second person to catch twenty malas moonfish! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 2 ) ); } else if ( from.Backpack.ConsumeTotal( typeof( MalasMoonfish ), 20 ) && thirdPlace == null ) { isRunning = false; thirdPlace = from.Name; World.Broadcast( 0x35, true, "{0} has placed 3rd in todays fishing tournament!", firstPlace ); World.Broadcast( 0x35, true, "The tournament is now over! Congratulations to todays winners!", firstPlace ); World.Broadcast( 0x35, true, "If you didnt win today bring what fish you gathered and drop them on a tournament master to claim a consolation prize!", firstPlace ); fisher.Say( "Congrats! You are the third person to catch twenty malas moonfish! Well done!" ); from.SendMessage( "Your reward has been placed into your bank box!" ); box.DropItem( GiveReward( from, 3 ) ); } else { fisher.Say( "You need to catch and bring me twenty malas moonfish before anyone else to win this tournament!" ); fisher.Say( "Why are you standing around here! Go fish!!!" ); } } else // Why? Because thats the kinda world we live in... { fisher.Say( "I am sorry, I musta got my days mixxed up!" ); isRunning = false; } } else { if ( firstPlace != null && secondPlace != null && thirdPlace != null ) fisher.Say( "Todays tournament has ended! Todays winners are {0}, {1), and {2}!", firstPlace, secondPlace, thirdPlace ); else fisher.Say( "Todays tournament has ended!" ); } }
public static void RandomRichClothes( Mobile m, Nation nation ) { if( m == null ) return; int choice = Utility.RandomMinMax( 0, 2 ); switch (nation) { case Nation.Imperial: { if (Utility.RandomBool()) { nation = Nation.Vhalurian; } else { nation = Nation.Khemetar; } break; } case Nation.Sovereign: { if (Utility.RandomBool()) { nation = Nation.Alyrian; } else { nation = Nation.Mhordul; } break; } case Nation.Society: { if (Utility.RandomBool()) { nation = Nation.Azhuran; } else { nation = Nation.Tyrean; } break; } case Nation.Insularii: { if (Utility.RandomBool()) { nation = Nation.Vhalurian; } else { nation = Nation.Khemetar; } break; } } switch( nation ) { case Nation.Alyrian: { if( m.Female ) { switch( choice ) { case 0: { m.EquipItem( new ElegantShortDress( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldNecklace() ); break; } case 1: { m.EquipItem( new PuffyDress( Utility.RandomNeutralHue() ) ); m.EquipItem( new SilverNecklace() ); break; } case 2: { m.EquipItem( new OrnateDress( Utility.RandomNeutralHue() ) ); m.EquipItem( new SilverBracelet() ); break; } } m.EquipItem( new Sandals() ); } else { switch( choice ) { case 0: { m.EquipItem( new MaleDress( Utility.RandomNeutralHue() ) ); m.EquipItem( new Sandals() ); m.EquipItem( new GoldBracelet() ); break; } case 1: { int hue = Utility.RandomNeutralHue(); m.EquipItem( new ElegantTunic( hue ) ); m.EquipItem( new ElegantShoes() ); m.EquipItem( new BeltedPants() ); m.EquipItem( new ElegantCloak( hue ) ); m.EquipItem( new GoldBeadNecklace() ); break; } case 2: { int hue = Utility.RandomNeutralHue(); Bonnet bonnet = new Bonnet(); bonnet.Hue = hue; m.EquipItem( bonnet ); m.EquipItem( new LeatherBoots() ); m.EquipItem( new BeltedPants() ); m.EquipItem( new RunicCloak( hue ) ); m.EquipItem( new LeatherGloves() ); m.EquipItem( new ElegantShirt() ); break; } } } break; } case Nation.Azhuran: { if( m.Female ) { switch( choice ) { case 0: { m.EquipItem( new Skirt( Utility.RandomNeutralHue() ) ); m.EquipItem( new SilverBracelet() ); break; } case 1: { m.EquipItem( new LongSkirt( Utility.RandomNeutralHue() ) ); m.EquipItem( new SilverBracelet() ); m.EquipItem( new SilverNecklace() ); m.EquipItem( new SilverRing() ); break; } case 2: { m.EquipItem( new ShortPlainDress( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldBracelet() ); m.EquipItem( new GoldBeadNecklace() ); m.EquipItem( new GoldRing() ); break; } } m.EquipItem( new Sandals() ); if( choice < 2 ) m.EquipItem( new MetallicBra() ); } else { switch( choice ) { case 0: { m.EquipItem( new LongSkirt( Utility.RandomNeutralHue() ) ); break; } case 1: { m.EquipItem( new OrnateWaistCloth( Utility.RandomNeutralHue() ) ); break; } case 2: { m.EquipItem( new AzhuranLeatherTunic() ); break; } } m.EquipItem( new Sandals() ); m.EquipItem( new GoldBeadNecklace() ); if( choice < 2 ) { m.EquipItem( new GoldBracelet() ); m.EquipItem( new GoldRing() ); } } break; } case Nation.Khemetar: { if( m.Female ) { switch( choice ) { case 0: { m.EquipItem( new ElegantShortDress() ); m.EquipItem( new GoldRing() ); m.EquipItem( new GoldBeadNecklace() ); break; } case 1: { m.EquipItem( new GildedGown() ); m.EquipItem( new FancyGloves() ); m.EquipItem( new SilverBeadNecklace() ); m.EquipItem( new SilverEarrings() ); break; } case 2: { m.EquipItem( new ElegantSkirt() ); m.EquipItem( new FancyBra() ); m.EquipItem( new GoldBracelet() ); break; } } m.EquipItem( new Sandals() ); } else { switch( choice ) { case 0: { m.EquipItem( new ElegantTunic() ); m.EquipItem( new BeltedPants() ); m.EquipItem( new ThighBoots() ); m.EquipItem( new GoldBeadNecklace() ); break; } case 1: { m.EquipItem( new LongSkirt() ); m.EquipItem( new GoldEarrings() ); m.EquipItem( new GoldBracelet() ); m.EquipItem( new GoldRing() ); break; } case 2: { m.EquipItem( new BaggyPants() ); m.EquipItem( new Shoes() ); m.EquipItem( new Doublet() ); m.EquipItem( new GoldRing() ); m.EquipItem( new GoldBeadNecklace() ); break; } } if( choice < 2 ) m.EquipItem( new RunicCloak() ); if( choice != 1 ) m.EquipItem( new WaistSash() ); } break; } case Nation.Mhordul: { if( m.Female ) { switch( choice ) { case 0: { m.EquipItem( new LongRaggedBra() ); m.EquipItem( new LongSkirt( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldBeadNecklace() ); break; } case 1: { m.EquipItem( new LongRaggedBra() ); m.EquipItem( new Skirt( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldEarrings() ); break; } case 2: { m.EquipItem( new ShortPlainDress( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldRing() ); m.EquipItem( new GoldBeadNecklace() ); break; } } m.EquipItem( new Sandals() ); } else { switch( choice ) { case 0: { m.EquipItem( new RaggedPants( Utility.RandomNeutralHue() ) ); m.EquipItem( new MonsterMask() ); break; } case 1: { m.EquipItem( new WaistCloth( Utility.RandomNeutralHue() ) ); m.EquipItem( new WolfMask() ); break; } case 2: { m.EquipItem( new LongSkirt( Utility.RandomNeutralHue() ) ); m.EquipItem( new BearMask() ); m.EquipItem( new StuddedArms() ); break; } } m.EquipItem( new Sandals() ); m.EquipItem( new GoldBeadNecklace() ); m.EquipItem( new GoldRing() ); if( choice < 2 ) { m.EquipItem( new ElegantCloak( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldBracelet() ); } } break; } case Nation.Tyrean: { if( m.Female ) { switch( choice ) { case 0: { int hue = Utility.RandomSlimeHue(); Bonnet bonnet = new Bonnet(); bonnet.Hue = hue; m.EquipItem( bonnet ); m.EquipItem( new LacedGown( hue ) ); break; } case 1: { int hue = Utility.RandomSlimeHue(); FloppyHat floppy = new FloppyHat(); floppy.Hue = hue; m.EquipItem( floppy ); m.EquipItem( new LongOrnateDress( hue ) ); break; } case 2: { m.EquipItem( new GoldRing() ); m.EquipItem( new LongDress( Utility.RandomSlimeHue() ) ); break; } } m.EquipItem( new ElegantShoes() ); if( choice < 2 ) { m.EquipItem( new GoldBracelet() ); m.EquipItem( new GoldBeadNecklace() ); } } else { switch( choice ) { case 0: { int hue = Utility.RandomNeutralHue(); m.EquipItem( new ExpensiveShirt() ); m.EquipItem( new ThighBoots() ); m.EquipItem( new ElegantCloak( hue ) ); m.EquipItem( new ElegantTunic( Utility.RandomNeutralHue() ) ); break; } case 1: { int hue = Utility.RandomNeutralHue(); m.EquipItem( new ExpensiveShirt() ); m.EquipItem( new ExpensiveCloak( hue ) ); m.EquipItem( new ElegantSurcoat( Utility.RandomNeutralHue() ) ); break; } case 2: { int hue = Utility.RandomNeutralHue(); m.EquipItem( new ExpensiveCloak( hue ) ); m.EquipItem( new ExpensiveShirt() ); m.EquipItem( new PaddedVest( Utility.RandomNeutralHue() ) ); break; } } m.EquipItem( new BeltedPants( Utility.RandomNeutralHue() ) ); if( choice > 0 ) { m.EquipItem( new BlackLeatherBoots() ); } } break; } case Nation.Vhalurian: { if( m.Female ) { switch( choice ) { case 0: { m.EquipItem( new ExpensiveLongGown( Utility.RandomNeutralHue() ) ); m.EquipItem( new WhiteFeatheredHat() ); m.EquipItem( new SilverBeadNecklace() ); break; } case 1: { m.EquipItem( new GildedFancyDress( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldBeadNecklace() ); m.EquipItem( new ExpensiveCloak() ); break; } case 2: { m.EquipItem( new ExpensiveGown( Utility.RandomNeutralHue() ) ); m.EquipItem( new ExpensiveHat() ); m.EquipItem( new GoldEarrings() ); m.EquipItem( new ElegantShoes() ); break; } } if( choice < 2 ) m.EquipItem( new HighHeels() ); } else { switch( choice ) { case 0: { m.EquipItem( new ExpensiveShirt( Utility.RandomNeutralHue() ) ); m.EquipItem( new ExpensiveCloak() ); m.EquipItem( new WhiteFeatheredHat() ); break; } case 1: { m.EquipItem( new ExtravagantShirt( Utility.RandomNeutralHue() ) ); break; } case 2: { m.EquipItem( new ElegantShoes() ); m.EquipItem( new FormalShirt( Utility.RandomNeutralHue() ) ); m.EquipItem( new GoldRing() ); break; } } } m.EquipItem( new BeltedPants( Utility.RandomNeutralHue() ) ); if( choice < 2 ) m.EquipItem( new ThighBoots() ); if( choice > 0 ) m.EquipItem( new ElegantCloak( Utility.RandomNeutralHue() ) ); break; } } }
public override void InitOutfit() { int lowHue = GetRandomHue(); int hairHue = Utility.RandomHairHue(); int cloakHue = 1; // black if ( Female ) AddItem( new PlainDress( GetRandomHue() ) ); else { AddItem( new Shirt( GetRandomHue() ) ); AddItem( new ShortPants( lowHue ) ); } AddItem( new Shoes( lowHue ) ); if ( Female == false ) if ( Utility.RandomBool() ) AddItem( new Mustache( hairHue ) ); else AddItem( new Goatee( hairHue ) ); // they are color coordinated :P Cloak cloak = new Cloak( cloakHue ); FloppyHat hat = new FloppyHat( cloakHue ); hat.LootType = LootType.Newbied; cloak.LootType = LootType.Newbied; AddItem( cloak ); AddItem( hat ); AddItem( new Kryss() ); switch ( Utility.Random( 4 ) ) { case 0: AddItem( new ShortHair( hairHue ) ); break; case 1: AddItem( new LongHair( hairHue ) ); break; case 2: AddItem( new ReceedingHair( hairHue ) ); break; case 3: AddItem( new PonyTail( hairHue ) ); break; } }