public override void InitOutfit() { base.InitOutfit(); Item doublet = new Doublet(); doublet.Hue = 24; AddItem( doublet ); Item leatherskirt = new LeatherSkirt(); leatherskirt.Hue = 24; AddItem( leatherskirt ); Item booty = new FurBoots(); booty.Hue = 24; AddItem( booty ); AddItem( Utility.RandomBool() ? (Item)new Lantern() : (Item)new Candle() ); }
public AmazonHealer() : base( AIType.AI_Healer, FightMode.Weakest, 10, 1, 0.175, 0.3) { Name = "a Amazon Healer"; Title= ", Defiance Amazon Clan"; Hue= 33788; Body = 401; SpeechHue= 2305; BaseSoundID = 0; Team = 0; new Horse().Rider = this; SetStr( 185, 215); SetDex( 130, 140); SetInt( 300, 320); SetHits(185, 300); SetSkill( SkillName.Magery, 100.7, 100.4); SetSkill( SkillName.Tactics, 100.7, 100.4); SetSkill( SkillName.MagicResist, 191.4, 191.7); SetSkill( SkillName.Swords, 110.4, 110.7); SetSkill( SkillName.Anatomy, 110.4, 110.7); SetSkill( SkillName.Parry, 75.1, 100.1); Fame=15000; Karma=-15000; VirtualArmor= 75; Item Spellbook = new Spellbook(); Spellbook.Movable=false; Spellbook.Hue=1157; Spellbook.Name="Amazon Healing Guide"; EquipItem( Spellbook ); //Item Buckler = new Buckler(); //Buckler.Movable=false; //Buckler.Hue=1253; //EquipItem( Buckler ); Item Bandana = new Bandana(); Bandana.Movable=false; Bandana.Hue=0; EquipItem( Bandana ); Item Doublet = new Doublet(); Doublet.Movable=false; Doublet.Hue=1150; Doublet.Name="Amazon Clothing"; EquipItem( Doublet ); Item LeatherArms = new LeatherArms(); LeatherArms.Movable=false; LeatherArms.Hue=0; EquipItem( LeatherArms ); Item LeatherSkirt = new LeatherSkirt(); LeatherSkirt.Movable=false; LeatherSkirt.Hue=0; EquipItem( LeatherSkirt ); Item Boots = new Boots(); Boots.Movable=false; Boots.Hue=1175; EquipItem( Boots ); //Item BodySash = new BodySash(); //BodySash.Movable=false; //BodySash.Hue=4; //BodySash.Name="AmazonHealer Clan Member."; //EquipItem( BodySash ); Item hair = new Item( 0x203D); hair.Hue = 0; hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); PackGold( 250, 800); PackMagicItems( 0, 7); PackMagicItems( 0, 7); PackMagicItems( 0, 7); PackMagicItems( 0, 7); switch ( Utility.Random( 15 )) { case 0: PackItem( new HoodedShroudOfShadows() ); break; } }
public Khashina() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "Khashina"; Body = 401; Female = true; SetStr( 767, 945 ); SetDex( 66, 75 ); SetInt( 46, 70 ); SetHits( 476, 552 ); SetDamage( 20, 25 ); SetDamageType( ResistanceType.Physical, 30 ); SetDamageType( ResistanceType.Cold, 70 ); SetResistance( ResistanceType.Physical, 45, 55 ); SetResistance( ResistanceType.Cold, 60, 70 ); SetResistance( ResistanceType.Poison, 100 ); SetResistance( ResistanceType.Energy, 40, 50 ); SetSkill( SkillName.MagicResist, 125.1, 140.0 ); SetSkill( SkillName.Tactics, 90.1, 100.0 ); SetSkill( SkillName.Wrestling, 90.1, 100.0 ); Fame = 15000; Karma = -15000; VirtualArmor = 50; Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); StuddedArms studdedarms = new StuddedArms(); studdedarms.Hue = 0x486; AddItem( studdedarms ); FemaleStuddedChest femalesc = new FemaleStuddedChest(); femalesc.Hue = 0x486; AddItem(femalesc); StuddedGloves studdedg = new StuddedGloves(); studdedg.Hue = 0x486; AddItem(studdedg); StuddedGorget studdedgg = new StuddedGorget(); studdedgg.Hue = 0x486; AddItem(studdedgg); LeatherSkirt leatherskirt = new LeatherSkirt(); leatherskirt.Hue = 0x486; AddItem(leatherskirt); ThighBoots thighboots = new ThighBoots(); thighboots.Hue = 0x486; AddItem(thighboots); AddItem( new Server.Items.KhashinaShroud() ); }
public MongbatHideoutTreasureChest1() : base(0xE43) { Name = "a treasure chest -40-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 40; LockLevel = 40; MaxLockLevel = 80; /////////////////////////////////// Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(20, 300))); } /////////////////////////////////////// Supplies switch (Utility.Random(19)) { case 0: DropItem(new Board(60)); break; case 1: DropItem(new BoltOfCloth(60)); break; case 2: DropItem(new Bottle(60)); break; case 3: DropItem(new CopperWire(60)); break; case 4: DropItem(new Cotton(60)); break; case 5: DropItem(new DarkYarn(60)); break; case 6: DropItem(new Feather(60)); break; case 7: DropItem(new Flax(60)); break; case 8: DropItem(new Gears(60)); break; case 9: DropItem(new GoldWire(60)); break; case 10: DropItem(new IronIngot(60)); break; case 11: DropItem(new IronWire(60)); break; case 12: DropItem(new Leather(60)); break; case 13: DropItem(new LightYarn(60)); break; case 14: DropItem(new Shaft(60)); break; case 15: DropItem(new SilverWire(60)); break; case 16: DropItem(new SpoolOfThread(60)); break; case 17: DropItem(new Springs(60)); break; case 18: DropItem(new Wool(60)); break; } switch (Utility.Random(5)) { case 0: DropItem(new BeetleEgg(15)); break; case 1: DropItem(new FishScale(15)); break; case 2: DropItem(new Nirnroot(15)); break; case 3: DropItem(new SerpentScale(15)); break; case 4: DropItem(new ThunderStone(15)); break; } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.RandomMinMax(5, 10); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.05) { DropItem(new SackFlour()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } /////////////////////////////////////// LV 1-15 if (Utility.RandomDouble() < 0.10) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(36)) { case 0: weapon = new Hatchet(); break; // Lv1 case 1: weapon = new Axe(); break; // Lv5 case 2: weapon = new BattleAxe(); break; // Lv10 case 3: weapon = new Bow(); break; // Lv1 case 4: weapon = new Crossbow(); break; // Lv1 case 5: weapon = new Balestra(); break; // Lv5 case 6: weapon = new ElvenLeafBow(); break; // Lv5 case 7: weapon = new MagicalShortbow(); break; // Lv10 case 8: weapon = new RepeatingCrossbow(); break; // Lv10 case 9: weapon = new SkinningKnife(); break; // Lv1 case 10: weapon = new Cleaver(); break; // Lv5 case 11: weapon = new Dagger(); break; // Lv5 case 12: weapon = new ButcherKnife(); break; // Lv10 case 13: weapon = new EbonyDagger(); break; // Lv10 case 14: weapon = new Sai(); break; // Lv15 case 15: weapon = new Club(); break; // Lv1 case 16: weapon = new Nunchaku(); break; // Lv1 case 17: weapon = new Mace(); break; // Lv5 case 18: weapon = new Maul(); break; // Lv10 case 19: weapon = new Scepter(); break; // Lv15 case 20: weapon = new Pitchfork(); break; // Lv1 case 21: weapon = new ShortSpear(); break; // Lv5 case 22: weapon = new Pilum(); break; // Lv10 case 23: weapon = new Pike(); break; // Lv15 case 24: weapon = new GnarledStaff(); break; // Lv1 case 25: weapon = new ShepherdsCrook(); break; // Lv1 case 26: weapon = new QuarterStaff(); break; // Lv10 case 27: weapon = new ReptilianStaff(); break; // Lv15 case 28: weapon = new Bokuto(); break; // Lv1 case 29: weapon = new BoneHarvester(); break; // Lv1 case 30: weapon = new Cutlass(); break; // Lv1 case 31: weapon = new ElvenMachete(); break; // Lv1 case 32: weapon = new Kryss(); break; // Lv1 case 33: weapon = new EbonyRapier(); break; // Lv10 case 34: weapon = new Scimitar(); break; // Lv10 default: weapon = new Leafblade(); break; // Lv1 } switch (Utility.Random(14)) { case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break; case 1: weapon.Attributes.DefendChance = Utility.RandomMinMax(1, 5); break; case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break; case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break; case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break; case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break; case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break; case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break; case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break; case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break; case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break; case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break; case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break; default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break; } DropItem(weapon); } /////////////////////////////////////// LV 1-15 if (Utility.RandomDouble() < 0.10) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(39)) { case 0: armor = new LeatherArms(); break; // Lv1 case 1: armor = new LeatherBustierArms(); break; // Lv1 case 2: armor = new LeatherCap(); break; // Lv1 case 3: armor = new LeatherChest(); break; // Lv1 case 4: armor = new LeatherGloves(); break; // Lv1 case 5: armor = new LeatherGorget(); break; // Lv1 case 6: armor = new LeatherLegs(); break; // Lv1 case 7: armor = new LeatherShorts(); break; // Lv1 case 8: armor = new LeatherSkirt(); break; // Lv1 case 9: armor = new FemaleLeafChest(); break; // Lv1 case 10: armor = new LeafArms(); break; // Lv3 case 11: armor = new LeafChest(); break; // Lv3 case 12: armor = new LeafGloves(); break; // Lv3 case 13: armor = new LeafGorget(); break; // Lv3 case 14: armor = new LeafLegs(); break; // Lv3 case 15: armor = new LeafTonlet(); break; // Lv3 case 16: armor = new LeatherDo(); break; // Lv6 case 17: armor = new LeatherHaidate(); break; // Lv6 case 18: armor = new LeatherHiroSode(); break; // Lv6 case 19: armor = new LeatherJingasa(); break; // Lv6 case 20: armor = new LeatherMempo(); break; // Lv6 case 21: armor = new LeatherNinjaHood(); break; // Lv6 case 22: armor = new LeatherNinjaJacket(); break; // Lv6 case 23: armor = new LeatherNinjaMitts(); break; // Lv6 case 24: armor = new LeatherNinjaPants(); break; // Lv6 case 25: armor = new LeatherSuneate(); break; // Lv6 case 26: armor = new EbonsilkArms(); break; // Lv9 case 27: armor = new EbonsilkChest(); break; // Lv9 case 28: armor = new EbonsilkGloves(); break; // Lv9 case 29: armor = new EbonsilkGorget(); break; // Lv9 case 30: armor = new EbonsilkLegs(); break; // Lv9 case 31: armor = new EbonsilkTiara(); break; // Lv9 case 32: armor = new ChitinArms(); break; // Lv12 case 33: armor = new ChitinChest(); break; // Lv12 case 34: armor = new ChitinGloves(); break; // Lv12 case 35: armor = new ChitinGorget(); break; // Lv12 case 36: armor = new ChitinHelmet(); break; // Lv12 case 37: armor = new ChitinLegs(); break; // Lv12 default: armor = new FemaleLeatherChest(); break; // Lv1 } BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50); DropItem(armor); } if (Utility.RandomDouble() < 0.05) { BaseHat hat = Loot.RandomHat(true); BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10); DropItem(hat); } if (Utility.RandomDouble() < 0.05) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10); DropItem(clothing); } if (Utility.RandomDouble() < 0.05) { BaseShield shield1 = new Buckler(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50); } DropItem(shield1); } if (Utility.RandomDouble() < 0.05) { BaseShield shield2 = new WoodenShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50); } DropItem(shield2); } if (Utility.RandomDouble() < 0.05) { BaseShield shield3 = new AmmoniteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50); } DropItem(shield3); } if (Utility.RandomDouble() < 0.05) { BaseShield shield4 = new BronzeShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50); } DropItem(shield4); } if (Utility.RandomDouble() < 0.05) { BaseShield shield5 = new MetalShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield5, 3, 5, 50); } DropItem(shield5); } if (Utility.RandomDouble() < 0.05) { BaseShield shield6 = new WoodenKiteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield6, 3, 5, 50); } DropItem(shield6); } if (Utility.RandomDouble() < 0.05) { BaseJewel bracelet = new SilverBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.05) { BaseJewel earrings = new SilverEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10); } DropItem(earrings); } if (Utility.RandomDouble() < 0.05) { BaseJewel necklace = new SilverNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10); } DropItem(necklace); } if (Utility.RandomDouble() < 0.05) { BaseJewel ring = new SilverRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10); } DropItem(ring); } }
public AmazonTreeSettlementTreasureChest() : base(0xE43) { Name = "a treasure chest -10-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 10; LockLevel = 10; MaxLockLevel = 15; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(15, 200))); } /////////////////////////////////////// Supplies if (Utility.RandomDouble() < 0.10) { DropItem(new Arrow(Utility.Random(2, 6))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bolt(Utility.Random(2, 6))); } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.Random(2, 6); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.10) { DropItem(new Bandage(Utility.Random(2, 6))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bedroll()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bottle(Utility.Random(2, 6))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Lockpick(Utility.Random(2, 6))); } Item PotionLoot = Loot.RandomPotion(); DropItem(PotionLoot); /////////////////////////////////////// Tools if (Utility.RandomDouble() < 0.10) { DropItem(new FishingPole()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Shovel()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Skillet()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterBelt()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterBoots()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterBustier()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterGloves()); } if (Utility.RandomDouble() < 0.05) { DropItem(new AmazonianFighterHelmet()); } if (Utility.RandomDouble() < 0.10) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(21)) { case 0: weapon = new Hatchet(); break; case 1: weapon = new Bow(); break; case 2: weapon = new Crossbow(); break; case 3: weapon = new Club(); break; case 4: weapon = new Mace(); break; case 5: weapon = new Maul(); break; case 6: weapon = new Pitchfork(); break; case 7: weapon = new ShortSpear(); break; case 8: weapon = new GnarledStaff(); break; case 9: weapon = new ShepherdsCrook(); break; case 10: weapon = new Cutlass(); break; case 11: weapon = new Katana(); break; case 12: weapon = new Kryss(); break; case 13: weapon = new Scimitar(); break; case 14: weapon = new AssassinSpike(); break; case 15: weapon = new DiamondMace(); break; case 16: weapon = new Leafblade(); break; case 17: weapon = new MagicalShortbow(); break; case 18: weapon = new RadiantScimitar(); break; case 19: weapon = new WildStaff(); break; default: weapon = new Dagger(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 2, 10, 15); weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(2); weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(2); weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(2); weapon.Quality = WeaponQuality.Regular; DropItem(weapon); } if (Utility.RandomDouble() < 0.10) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(10)) { case 0: armor = new FemaleLeatherChest(); break; case 1: armor = new LeatherBustierArms(); break; case 2: armor = new LeatherArms(); break; case 3: armor = new LeatherCap(); break; case 4: armor = new LeatherGloves(); break; case 5: armor = new LeatherGorget(); break; case 6: armor = new LeatherLegs(); break; case 7: armor = new LeatherShorts(); break; case 8: armor = new LeatherSkirt(); break; default: armor = new LeatherChest(); break; } BaseRunicTool.ApplyAttributesTo(armor, 3, 10, 15); armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3); armor.Durability = (ArmorDurabilityLevel)Utility.Random(3); armor.Quality = ArmorQuality.Regular; DropItem(armor); } if (Utility.RandomDouble() < 0.10) { BaseHat hat = Loot.RandomHat(true); switch (Utility.Random(5)) { case 0: hat = new BearMask(); break; case 1: hat = new DeerMask(); break; case 2: hat = new FeatheredHat(); break; case 3: hat = new WizardsHat(); break; default: hat = new TribalMask(); break; } BaseRunicTool.ApplyAttributesTo(hat, 3, 10, 15); DropItem(hat); } if (Utility.RandomDouble() < 0.10) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 3, 10, 15); DropItem(clothing); } if (Utility.RandomDouble() < 0.10) { BaseShield shield = new MetalShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield, 3, 10, 15); } DropItem(shield); } if (Utility.RandomDouble() < 0.10) { BaseJewel bracelet = new GoldBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 3, 10, 15); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.10) { BaseJewel earrings = new GoldEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 3, 10, 15); } DropItem(earrings); } if (Utility.RandomDouble() < 0.10) { BaseJewel necklace = new GoldNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 3, 10, 15); } DropItem(necklace); } if (Utility.RandomDouble() < 0.10) { BaseJewel ring = new GoldRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 3, 10, 15); } DropItem(ring); } }
public ChristmasElf() : base( AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2 ) { SpeechHue = Utility.RandomDyedHue(); Female = true; Body = 0x191; Title = "the elf"; NameHue = 0x35; Name = NameList.RandomName( "female" ); Blessed = true; // the "elf look" AddItem( new LightSource() ); AddItem( new Candle() ); Hue = 366; // pale green AddItem( new ShortHair() ); // seems elf like Item Skirt = new LeatherSkirt(); // she's sexy! Skirt.Hue = 33; // devil in the red dress! AddItem( Skirt ); Item Bustier = new LeatherBustierArms(); Bustier.Hue = 33; AddItem( Bustier ); Item Sandals = new Sandals(); Sandals.Hue = 33; AddItem( Sandals ); SetHits(100); }
public override void OnSpeech( SpeechEventArgs args ) { string said = args.Speech.ToLower(); Mobile from = args.Mobile; switch ( said ) { case ( "take it off" ): { goto case "dance"; } case ( "hello" ): { goto case "dance"; } case ( "hi" ): { goto case "dance"; } case ( "hail" ): { goto case "dance"; } case ( "hey" ): { goto case "dance"; } case ( "dance" ): { Say( String.Format( "Hello, {0}!", args.Mobile.Name ) ); //Npc says hello to the player Say( String.Format( "{0}, say 'strip' if you want to have some fun!", args.Mobile.Name ) ); break; } case ( "strip" ): { Say( String.Format( "I'd love to dance for you, {0}, I will take off most of my clothes for 500 gp, or all my clothes for 1000 gp!", from.Name ) ); break; } case ( "goodbye" ): { goto case "bye"; } case ( "bye" ): { Say( String.Format( "See ya later big boy!") ); //Npc says bye from.PlaySound( 0x145 ); from.Animate( 9, 1, 1, true, false, 0 ); new StrippersLingerie().MoveToWorld( from.Location, from.Map ); from.PublicOverheadMessage( MessageType.Emote, from.SpeechHue, false, "*The Stripper throws something at you as you leave*" ); //virtual bool DropToWorld( Mobile from, Point3D p ) //virtual bool OnDroppedToWorld( Mobile from, Point3D p ) Item skirt = new LeatherSkirt(); skirt.Hue = 2989; skirt.LootType = LootType.Blessed; AddItem( skirt ); Item top = new LeatherBustierArms(); top.Hue = 2989; top.LootType = LootType.Blessed; AddItem( top ); break; } } }
public DryadFamiliar() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "a dryad"; Body = 401; Hue = 33770; BaseSoundID = 0x4B0; SetStr( 200 ); SetDex( 200 ); SetInt( 100 ); SetHits( 175 ); SetStam( 50 ); SetDamage( 6, 9 ); SetDamageType( ResistanceType.Physical, 50 ); SetDamageType( ResistanceType.Energy, 50 ); SetResistance( ResistanceType.Physical, 40, 50 ); SetResistance( ResistanceType.Fire, 30, 40 ); SetResistance( ResistanceType.Cold, 35, 45 ); SetResistance( ResistanceType.Poison, 50, 60 ); SetResistance( ResistanceType.Energy, 70, 80 ); SetSkill( SkillName.Meditation, 110.0 ); SetSkill( SkillName.EvalInt, 110.0 ); SetSkill( SkillName.Magery, 110.0 ); SetSkill( SkillName.MagicResist, 110.0 ); SetSkill( SkillName.Tactics, 110.0 ); SetSkill( SkillName.Wrestling, 110.0 ); VirtualArmor = 45; ControlSlots = 2; Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); Item sash = new BodySash(); sash.Hue = Utility.RandomList( 1165, 1166, 1167, 1168, 1169, 1170, 1171, 1172 ); sash.Movable = false; AddItem( sash ); Item shoes = new Sandals(); shoes.Hue = Utility.RandomList( 1165, 1166, 1167, 1168, 1169, 1170, 1171, 1172 ); shoes.Movable = false; AddItem( shoes ); Item skirt = new LeatherSkirt(); skirt.Hue = Utility.RandomList( 1165, 1166, 1167, 1168, 1169, 1170, 1171, 1172 ); skirt.Movable = false; AddItem( skirt ); Item garland = new FlowerGarland(); garland.Hue = Utility.RandomList( 1165, 1166, 1167, 1168, 1169, 1170, 1171, 1172 ); garland.Movable = false; AddItem( garland ); }