상속: BaseSpear
예제 #1
0
		public Mercenary( string name ) : base( name, AIType.AI_Melee, 0.01 )
		{
			SpeechHue = Utility.RandomDyedHue();
			Hue = Utility.RandomSkinHue();
			Item hair = new Item( Utility.RandomList( 0x203B, 0x2049, 0x2048, 0x204A ) );
			hair.Hue = Utility.RandomNondyedHue();
			hair.Layer = Layer.Hair;
			hair.Movable = false;
			AddItem( hair );

			if ( Female = Utility.RandomBool() )
				Body = 0x191;
			else
			{
				Body = 0x190;
				if ( Utility.RandomBool() )
				{
					Item beard = new Item( Utility.RandomList( 0x203E, 0x203F, 0x2040, 0x2041, 0x204B, 0x204C, 0x204D ) );
					beard.Hue = hair.Hue;
					beard.Layer = Layer.FacialHair;
					beard.Movable = false;
					AddItem( beard );
				}
			}

			Item weapon;
			switch ( Utility.Random( 6 ) )
			{
				case 0: weapon = new Kryss(); break;
				case 1: weapon = new Scimitar(); break;
				case 2: weapon = new WarAxe(); break;
				case 3: weapon = new Cutlass(); break;
				case 4: weapon = new HammerPick(); break;
				default: weapon = new WarFork(); break;
			}
			AddItem( weapon );

			if ( null == Backpack )
			{
				Container pack = new Backpack();
				pack.Movable = false;
				AddItem( pack );
			}
			AddItem( new Robe() );
		}
        public TerathanIslandTreasureChest() : base(0x2DF1)
        {
            Name    = "a treasure chest -30-";
            Movable = true;
            Hue     = 285;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 30;
            LockLevel     = 30;
            MaxLockLevel  = 35;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(45, 450)));
            }

/////////////////////////////////////// Books

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol1());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol2());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol3());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol4());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new TamersHandbookVol5());
            }

/////////////////////////////////////// Meats

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bacon());
            }
            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Sausage());
            }

/////////////////////////////////////// Eating Utensils

            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new KnifeLeft());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new KnifeRight());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new PewterMug());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new Plate());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new SpoonLeft());
            }
            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new SpoonRight());
            }

/////////////////////////////////////// Jewelry

            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Agate());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Beryl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new ChromeDiopside());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new FireOpal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new MoonstoneCustom());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Onyx());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Opal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Pearl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new TurquoiseCustom());
            }

            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Bloodstone());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Citrine());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Demantoid());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Jasper());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lolite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lupis());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Peridot());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Tsavorite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Zircon());
            }


/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Arrow(Utility.Random(17, 22)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bolt(Utility.Random(17, 22)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(17, 22);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bandage(Utility.Random(17, 22)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bottle(Utility.Random(17, 22)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Lockpick(Utility.Random(17, 22)));
            }

            Item PotionLoot = Loot.RandomPotion();

            DropItem(PotionLoot);

            if (Utility.RandomDouble() < 0.20)
            {
                DropItem(new LesserPoisonPotion());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new PoisonPotion());
            }

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                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;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 22, 25);
                weapon.Hue = 285;

                weapon.WeaponAttributes.HitLeechStam = 5;
                weapon.Attributes.BonusHits          = 10;

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(13))
                {
                case 0: armor = new FemaleStuddedChest(); break;

                case 1: armor = new StuddedArms(); break;

                case 2: armor = new StuddedBustierArms(); break;

                case 3: armor = new StuddedGloves(); break;

                case 4: armor = new StuddedGorget(); break;

                case 5: armor = new ChainCoif(); break;

                case 6: armor = new ChainChest(); break;

                case 7: armor = new ChainLegs(); break;

                case 8: armor = new RingmailArms(); break;

                case 9: armor = new RingmailChest(); break;

                case 10: armor = new RingmailGloves(); break;

                case 11: armor = new RingmailLegs(); break;

                default: armor = new StuddedChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 22, 25);
                armor.Hue = 285;

                armor.Attributes.WeaponDamage = 3;

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                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, 22, 25);
                hat.Hue = 285;

                hat.Attributes.BonusHits   = 10;
                hat.Attributes.SpellDamage = 5;
                hat.Resistances.Energy     = 10;

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 22, 25);
                clothing.Hue = 285;

                clothing.Attributes.BonusHits    = 5;
                clothing.Attributes.DefendChance = 3;
                clothing.Resistances.Physical    = 5;

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseShield shield = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 3, 22, 25);
                }
                shield.Hue = 285;

                shield.Attributes.BonusHits = 10;

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 22, 25);
                }
                bracelet.Hue = 285;

                bracelet.Attributes.WeaponDamage = 5;
                bracelet.Attributes.DefendChance = 2;
                bracelet.Resistances.Fire        = 5;

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 22, 25);
                }
                earrings.Hue = 285;

                earrings.Attributes.WeaponDamage = 5;
                earrings.Attributes.DefendChance = 3;
                earrings.Resistances.Cold        = 5;

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 22, 25);
                }
                necklace.Hue = 285;

                necklace.Attributes.WeaponDamage = 5;
                necklace.Attributes.DefendChance = 5;
                necklace.Resistances.Energy      = 5;

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 22, 25);
                }
                ring.Hue = 285;

                ring.Attributes.WeaponDamage = 5;
                ring.Attributes.DefendChance = 2;
                ring.Resistances.Poison      = 5;

                DropItem(ring);
            }
        }
예제 #3
0
		public bool DropWeapon( int minLevel, int maxLevel )
		{
			if ( 1.0 <= Utility.RandomDouble() )
				return false;

			if ( maxLevel > 2 )
				maxLevel = 2;

			Cap( ref minLevel, 0, 2 );
			Cap( ref maxLevel, 0, 2 );

			BaseWeapon weapon = new Broadsword();

			double random = Utility.RandomDouble();
			if ( random >= .75 )
			{ weapon = new WarFork(); }
			else if	( random >= .50 )
			{ weapon = new WarMace(); }
			else if ( random >= .25 )
			{
				weapon = new Bow();
				Arrow arrows = new Arrow();
				arrows.Amount = 25;
				DropItem( arrows );
			}

			if ( weapon == null )
				return false;

			weapon.DamageLevel = (WeaponDamageLevel)RandomMinMaxScaled( minLevel, maxLevel );
			weapon.AccuracyLevel = (WeaponAccuracyLevel)RandomMinMaxScaled( 0, maxLevel );
			weapon.DurabilityLevel = (WeaponDurabilityLevel)RandomMinMaxScaled( 0, maxLevel );

			DropItem( weapon );

			return true;
		}
		public override void OnResponse( NetState state, RelayInfo info ) //Function for GumpButtonType.Reply Buttons
		{
			Mobile from = state.Mobile;
			PlayerMobile pm = from as PlayerMobile;
			PlayerModule module = pm.PlayerModule;

			m_cost = 50;//MOD COST OF WEAPON HERE!!
			Item wep = from.FindItemOnLayer( Layer.FirstValid );
			Item weps = from.FindItemOnLayer( Layer.TwoHanded );
			Container pack = from.Backpack;
			
			if ( wep !=null )
				pack.TryDropItem( from, wep, false );
			
			if ( weps !=null )
				pack.TryDropItem( from, weps, false );

			switch ( info.ButtonID )
			{
				case 0: //Cancel
					{
						from.SendMessage( "You decide against spending your skill points." );
						//from.SendGump( new LevelGump( from ) );
						break;
					}
				case 1: //Katana
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Katana kat = new Katana();
							( ( Item )kat ).Name = "Katana [Level Item]";
							kat.Identified = true;//Prevents others from being used in the upgrading!
							kat.LootType = LootType.Blessed;
							from.EquipItem( kat );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 2: //Broad Sword
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Broadsword bs = new Broadsword();
							bs.Identified = true;
							bs.Name = "Broadsword";
							bs.LootType = LootType.Blessed;
							from.EquipItem( bs );
							from.SendMessage( 102, "You chose a Broadsword" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 3: //Scimitar
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Scimitar sc = new Scimitar();
							sc.Identified = true;
							sc.Name = "Scimitar";
							sc.LootType = LootType.Blessed;
							from.EquipItem( sc );
							from.SendMessage( 102, "You chose a Scimitar" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 4: //Viking sword
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							VikingSword vs = new VikingSword();
							vs.Identified = true;
							vs.Name = "Vikingsword";
							vs.LootType = LootType.Blessed;
							from.EquipItem( vs );
							from.SendMessage( 102, "You chose a Viking Sword" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 5: //Halberd
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Halberd hb = new Halberd();
							hb.Identified = true;
							hb.Name = "Halberd";
							hb.LootType = LootType.Blessed;
							from.EquipItem( hb );
							from.SendMessage( 102, "You chose a Halberd" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 6: //Bardiche
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Bardiche bd = new Bardiche();
							bd.Identified = true;
							bd.Name = "Bardiche";
							bd.LootType = LootType.Blessed;
							from.EquipItem( bd );
							from.SendMessage( 102, "You chose a Bardiche" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 7: //Double Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							DoubleAxe da = new DoubleAxe();
							da.Identified = true;
							da.Name = "Double Axe";
							da.LootType = LootType.Blessed;
							from.EquipItem( da );
							from.SendMessage( 102, "You chose a Double Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 8: //Large Battle Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							LargeBattleAxe lba = new LargeBattleAxe();
							lba.Identified = true;
							lba.Name = "Large Battle Axe";
							lba.LootType = LootType.Blessed;
							from.EquipItem( lba );
							from.SendMessage( 102, "You chose a Large Battle Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 9: //Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Axe a = new Axe();
							a.Identified = true;
							a.Name = "Axe";
							a.LootType = LootType.Blessed;
							from.EquipItem( a );
							from.SendMessage( 102, "You chose an Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 10: //Kryss
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Kryss k = new Kryss();
							k.Identified = true;
							k.Name = "Kryss";
							k.LootType = LootType.Blessed;
							from.EquipItem( k );
							from.SendMessage( 102, "You chose a Kryss" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 11: //War Fork
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarFork wf = new WarFork();
							wf.Identified = true;
							wf.Name = "War Fork";
							wf.LootType = LootType.Blessed;
							from.EquipItem( wf );
							from.SendMessage( 102, "You chose a War Fork" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 12: //Dagger
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Dagger d = new Dagger();
							d.Identified = true;
							d.Name = "Dagger";
							d.LootType = LootType.Blessed;
							from.EquipItem( d );
							from.SendMessage( 102, "You chose a Dagger" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 13: //Pike
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Pike p = new Pike();
							p.Identified = true;
							p.Name = "Pike";
							p.LootType = LootType.Blessed;
							from.EquipItem( p );
							from.SendMessage( 102, "You chose a Pike" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 14: //Short Spear
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							ShortSpear ss = new ShortSpear();
							ss.Identified = true;
							ss.Name = "Short Spear";
							ss.LootType = LootType.Blessed;
							from.EquipItem( ss );
							from.SendMessage( 102, "You chose a Short Spear" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 15: //Long Spear
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Spear ls = new Spear();
							ls.Identified = true;
							ls.Name = "Long Spear";
							ls.LootType = LootType.Blessed;
							from.EquipItem( ls );
							from.SendMessage( 102, "You chose a Long Spear" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 16: //Pitchfork
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Pitchfork p = new Pitchfork();
							p.Identified = true;
							p.Name = "Pitchfork";
							p.LootType = LootType.Blessed;
							from.EquipItem( p );
							from.SendMessage( 102, "You chose a Pitchfork" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 17: //lance
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Lance l = new Lance();
							l.Identified = true;
							l.Name = "Lance";
							l.LootType = LootType.Blessed;
							from.EquipItem( l );
							from.SendMessage( 102, "You chose a Lance" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 18: //Sai's
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Sai s = new Sai();
							s.Identified = true;
							s.Name = "Sai";
							s.LootType = LootType.Blessed;
							from.EquipItem( s );
							from.SendMessage( 102, "You chose Sai's" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 19: //War Mace
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarMace wm = new WarMace();
							wm.Identified = true;
							wm.Name = "War Mace";
							wm.LootType = LootType.Blessed;
							from.EquipItem( wm );
							from.SendMessage( 102, "You chose a War Mace" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 20: //War Hammer
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarHammer wh = new WarHammer();
							wh.Identified = true;
							wh.Name = "War Hammer";
							wh.LootType = LootType.Blessed;
							from.EquipItem( wh );
							from.SendMessage( 102, "You chose a War Hammer" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 21: //Maul
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Maul w = new Maul();
							w.Identified = true;
							w.Name = "Maul";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Maul" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 22: //Club
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Club w = new Club();
							w.Identified = true;
							w.Name = "Club";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Club" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 23: //Q Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							QuarterStaff w = new QuarterStaff();
							w.Identified = true;
							w.Name = "Quarter Staff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Quarter Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 24: //G Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							GnarledStaff w = new GnarledStaff();
							w.Identified = true;
							w.Name = "Gnarled Staff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Gnarled Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 25: //B Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							BlackStaff w = new BlackStaff();
							w.Identified = true;
							w.Name = "BlackStaff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Black Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 26: //Hammer Pick
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							HammerPick w = new HammerPick();
							w.Identified = true;
							w.Name = "Hammer Pick";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Hammer Pick" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 27: //War Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarAxe w = new WarAxe();
							w.Identified = true;
							w.Name = "War Axe";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a War Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 28: //Bow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Bow w = new Bow();
							w.Identified = true;
							w.Name = "Bow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Bow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 29: //Composite Bow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							CompositeBow w = new CompositeBow();
							w.Identified = true;
							w.Name = "Composite Bow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Composite Bow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 30: //Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Crossbow w = new Crossbow();
							w.Identified = true;
							w.Name = "Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 31: //Heavy Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							HeavyCrossbow w = new HeavyCrossbow();
							w.Identified = true;
							w.Name = "Heavy Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Heavy Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 32: //Repeating Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							RepeatingCrossbow w = new RepeatingCrossbow();
							w.Identified = true;
							w.Name = "Repeating Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Repeating Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 33: //Yumi
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Yumi w = new Yumi();
							w.Identified = true;
							w.Name = "Yumi";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Yumi" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
			}
		}
예제 #5
0
        public FortressCalcifinaTreasureChest1() : base(0xE43)
        {
            Name    = "a treasure chest -25-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 25;
            LockLevel     = 25;
            MaxLockLevel  = 30;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(40, 400)));
            }

/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Arrow(Utility.Random(15, 20)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bolt(Utility.Random(15, 20)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(15, 20);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bandage(Utility.Random(15, 20)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bottle(Utility.Random(15, 20)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Lockpick(Utility.Random(15, 20)));
            }

            Item PotionLoot = Loot.RandomPotion();

            DropItem(PotionLoot);

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                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;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 4, 18, 22);

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(13))
                {
                case 0: armor = new FemaleStuddedChest(); break;

                case 1: armor = new StuddedArms(); break;

                case 2: armor = new StuddedBustierArms(); break;

                case 3: armor = new StuddedGloves(); break;

                case 4: armor = new StuddedGorget(); break;

                case 5: armor = new ChainCoif(); break;

                case 6: armor = new ChainChest(); break;

                case 7: armor = new ChainLegs(); break;

                case 8: armor = new RingmailArms(); break;

                case 9: armor = new RingmailChest(); break;

                case 10: armor = new RingmailGloves(); break;

                case 11: armor = new RingmailLegs(); break;

                default: armor = new StuddedChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 4, 18, 22);

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                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, 4, 18, 22);

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 4, 18, 22);

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseShield shield = new MetalKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 4, 18, 22);
                }

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 4, 18, 22);
                }

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 4, 18, 22);
                }

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 4, 18, 22);
                }

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.15)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 4, 18, 22);
                }

                DropItem(ring);
            }
        }
예제 #6
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);
        }
예제 #7
0
        public RatmenFortressBossChest() : base(0x2DF2)
        {
            Name    = "a boss treasure chest -25-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 25;
            LockLevel     = 25;
            MaxLockLevel  = 30;

            // Gold
            if (Utility.RandomDouble() < 0.50)
            {
                DropItem(new Gold(Utility.Random(250, 400)));
            }

/////////////////////////////////////// Jewelry

            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Agate());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Beryl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new ChromeDiopside());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new FireOpal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new MoonstoneCustom());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Onyx());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Opal());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new Pearl());
            }
            if (Utility.RandomDouble() < 0.04)
            {
                DropItem(new TurquoiseCustom());
            }

            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Bloodstone());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Citrine());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Demantoid());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Jasper());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lolite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Lupis());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Peridot());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Tsavorite());
            }
            if (Utility.RandomDouble() < 0.03)
            {
                DropItem(new Zircon());
            }

            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Amber());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Amethyst());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Andalusite());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Chrysoberyl());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Garnet());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Jade());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Mandarin());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Morganite());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Paraiba());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new TigerEye());
            }
            if (Utility.RandomDouble() < 0.02)
            {
                DropItem(new Tourmaline());
            }

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Alexandrite());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Ametrine());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Kunzite());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Ruby());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Sapphire());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Tanzanite());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Topaz());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Zultanite());
            }

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Diamond());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new Emerald());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new PinkQuartz());
            }
            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new StarSapphire());
            }

/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Arrow(Utility.Random(35, 50)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bolt(Utility.Random(35, 50)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(35, 40);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bandage(Utility.Random(25, 40)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bottle(Utility.Random(15, 25)));
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Lockpick(Utility.Random(15, 25)));
            }

            Item PotionLoot1 = Loot.RandomPotion();

            DropItem(PotionLoot1);

            Item PotionLoot2 = Loot.RandomPotion();

            DropItem(PotionLoot2);

            Item PotionLoot3 = Loot.RandomPotion();

            DropItem(PotionLoot3);

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                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;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 5, 15, 20);

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(13))
                {
                case 0: armor = new FemaleStuddedChest(); break;

                case 1: armor = new StuddedArms(); break;

                case 2: armor = new StuddedBustierArms(); break;

                case 3: armor = new StuddedGloves(); break;

                case 4: armor = new StuddedGorget(); break;

                case 5: armor = new ChainCoif(); break;

                case 6: armor = new ChainChest(); break;

                case 7: armor = new ChainLegs(); break;

                case 8: armor = new RingmailArms(); break;

                case 9: armor = new RingmailChest(); break;

                case 10: armor = new RingmailGloves(); break;

                case 11: armor = new RingmailLegs(); break;

                default: armor = new StuddedChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 5, 15, 20);

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                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, 5, 15, 20);

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 5, 15, 20);

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseShield shield = new HeaterShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 5, 15, 20);
                }

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 5, 15, 20);
                }

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 5, 15, 20);
                }

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 5, 15, 20);
                }

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 5, 15, 20);
                }

                DropItem(ring);
            }
        }
        public VampireFighter()
            : base(AIType.AI_Stealth, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            if ( Female = Utility.RandomBool() )
            {
                Body = 0x191;
                Name = NameList.RandomName( "female" );
            }
            else
            {
                Body = 0x190;
                Name = NameList.RandomName( "male" );
            }
            Hue = 1150;
            BaseSoundID = 0x4B0;

            SetStr( 100, 105 );
            SetDex( 128, 131 );
            SetInt( 60, 62 );

            SetHits( 218, 225 );

            SetDamage( 15, 22 );

            SetDamageType( ResistanceType.Physical, 50 );
            SetDamageType( ResistanceType.Cold, 50 );

            SetResistance( ResistanceType.Physical, 40 );
            SetResistance( ResistanceType.Fire, -10 );
            SetResistance( ResistanceType.Cold, 35 );
            SetResistance( ResistanceType.Poison, 35 );
            SetResistance( ResistanceType.Energy, 35 );

            SetSkill( SkillName.SpiritSpeak, 100.0 );
            SetSkill( SkillName.Necromancy, 50.0 );
            SetSkill( SkillName.Focus, 90.1, 100.0 );
            SetSkill( SkillName.MagicResist, 100.1, 102.0 );
            SetSkill( SkillName.Tactics, 100.0 );
            SetSkill( SkillName.Anatomy, 100.0 );
            SetSkill( SkillName.Swords, 100.1, 120.0 );
            SetSkill( SkillName.Fencing, 100.1, 120.0 );
            SetSkill( SkillName.Parry, 100.0 );

            Fame = 9000;
            Karma = -14000;

            VirtualArmor = 5;

            AddItem( new LeatherChest() );
            AddItem( new LeatherLegs() );
            AddItem( new LeatherArms() );
            AddItem( new LeatherCap() );
            AddItem( new LeatherGloves() );
            AddItem( new LeatherGorget() );
            switch ( Utility.Random( 5 ))
            {
                case 0:
                {
                    WarFork fork = new WarFork();
                    fork.Movable = false;
                    fork.WeaponAttributes.HitLeechHits = 100;
                    AddItem( fork );
                    AddItem( new WoodenKiteShield() );
                    break;
                }
                case 1:
                {
                    Scythe kosa = new Scythe();
                    kosa.Movable = false;
                    kosa.WeaponAttributes.HitLeechHits = 100;
                    AddItem( kosa );
                    break;
                }
                case 2:
                {
                    BoneHarvester surp = new BoneHarvester();
                    surp.Movable = false;
                    surp.WeaponAttributes.HitLeechHits = 100;
                    AddItem( surp );
                    AddItem( new WoodenKiteShield() );
                    break;
                }
                case 3:
                {
                    Spear kopie = new Spear();
                    kopie.Movable = false;
                    kopie.WeaponAttributes.HitLeechHits = 100;
                    AddItem( kopie );
                    break;
                }
                case 4:
                {
                    Pike pika = new Pike();
                    pika.Movable = false;
                    pika.WeaponAttributes.HitLeechHits = 100;
                    AddItem( pika );
                    break;
                }
            }

            Item hair = new Item( Utility.RandomList( 0x203B, 0x2049, 0x2048, 0x204A ) );
            hair.Hue = Utility.RandomNondyedHue();
            hair.Layer = Layer.Hair;
            AddItem( hair );
        }
예제 #9
0
		public Squire() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			SpeechHue = Utility.RandomDyedHue();
			Nickname = "Master";
			SNickname = "Squire";
			
			IsBonded = true;
			ControlSlots = 4;
			
			m_AutoUseHealthPotion = true;
			m_AutoUseCurePotion = true;
			m_AutoHealSelf = true;
			m_AutoHealMaster = true;
			m_AutoHealOther = true;
			m_AutoPickupAmmo = true;
			m_DesperateMasterRun = true;
			
			SetStr( 45, 55 );
			SetDex( 15, 25 );
			SetInt( 10, 15 );
			
			SetSkill( SkillName.Wrestling, 20.0, 30.0 );
			SetSkill( SkillName.Anatomy, 20.0, 30.0 );
			SetSkill( SkillName.Tactics, 20.0, 30.0 );
			SetSkill( SkillName.Swords, 20.0, 30.0 );
			SetSkill( SkillName.Macing, 20.0, 30.0 );
			SetSkill( SkillName.Fencing, 20.0, 30.0 );
			SetSkill( SkillName.Archery, 20.0, 30.0 );
			
			Skills.Cap = 12000;
			StatCap = 600;

			if ( Female = Utility.RandomBool() )
			{
				switch ( Utility.Random( 5 ) )
				{
					case 4 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 3 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 2 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 1 : Body = 0x25E; Race = Race.Elf; Hue = Race.RandomSkinHue(); Utility.AssignRandomHair( this, true ); break;
					case 0 : Body = 0x191; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
				}
			}
			else
			{
				switch ( Utility.Random( 5 ) )
				{
					case 4 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 3 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 2 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
					case 1 : Body = 0x25D; Race = Race.Elf; Hue = Race.RandomSkinHue(); Utility.AssignRandomHair( this, true ); break;
					case 0 : Body = 0x190; Hue = Utility.RandomSkinHue(); Utility.AssignRandomHair( this ); break;
				}
				if ( Body == 0x190 )
				{
					Utility.AssignRandomFacialHair( this, HairHue );
				}
			}
			
			if ( Body == 0x191 )
			{
				Name = NameList.RandomName( "female" );
			}
			else if ( Body == 0x25E )
			{
				Name = NameList.RandomName( "female elf brigand" );
			}
			else if ( Body == 0x25D )
			{
				Name = NameList.RandomName( "male elf brigand" );
			}
			else
			{
				Name = NameList.RandomName( "male" );
			}
			
			Item weapon;
			switch ( Utility.Random( 6 ) )
			{
				case 0: weapon = new Kryss(); break;
				case 1: weapon = new Scimitar(); break;
				case 2: weapon = new WarAxe(); break;
				case 3: weapon = new Cutlass(); break;
				case 4: weapon = new HammerPick(); break;
				default: weapon = new WarFork(); break;
			}
			AddItem( weapon );
			AddItem( new RingmailChest() );
			AddItem( new RingmailLegs() );
			AddItem( new RingmailArms() );
			AddItem( new RingmailGloves() );
			AddItem( new Boots() );

			if ( null == Backpack )
			{
				Container pack = new Backpack();
				pack.Movable = false;
				AddItem( pack );
			}
		}
        public static void CreateItem(ItemInfo info, Mobile m)
        {
            if (m == null)
                return;

            Item item = null;
            BaseCreature bc = null;
            switch (info.IncrID)
            {
                case 0: item = new BlackPearl(999); break;
                case 1: item = new Bloodmoss(999); break;
                case 2: item = new MandrakeRoot(999); break;
                case 3: item = new Garlic(999); break;
                case 4: item = new Ginseng(999); break;
                case 5: item = new Nightshade(999); break;
                case 6: item = new SpidersSilk(999); break;
                case 7: item = new SulfurousAsh(999); break;
                case 8: item = new Bag();
                        ((Bag)item).DropItem( new BlackPearl(100) );
                        ((Bag)item).DropItem( new Bloodmoss(100) );
                        ((Bag)item).DropItem( new MandrakeRoot(100) );
                        ((Bag)item).DropItem( new Garlic(100) );
                        ((Bag)item).DropItem( new Ginseng(100) );
                        ((Bag)item).DropItem( new Nightshade(100) );
                        ((Bag)item).DropItem( new SpidersSilk(100) );
                        ((Bag)item).DropItem( new SulfurousAsh(100) );
                        break;
                case 9: item = new BatWing(999); break;
                case 10: item = new GraveDust(999); break;
                case 11: item = new DaemonBlood(999); break;
                case 12: item = new NoxCrystal(999); break;
                case 13: item = new PigIron(999); break;
                case 14: item = new Bag();
                        ((Bag)item).DropItem( new BatWing(100) );
                        ((Bag)item).DropItem( new GraveDust(100) );
                        ((Bag)item).DropItem( new DaemonBlood(100) );
                        ((Bag)item).DropItem( new NoxCrystal(100) );
                        ((Bag)item).DropItem( new PigIron(100) );
                        break;
                case 15: for (int i=0; i < 2; i++) //The last potion is dropped later
                        {
                            item = new RefreshPotion();
                            m.AddToBackpack(item);
                        }
                        item = new RefreshPotion();
                        break;
                case 16: for (int i=0; i < 2; i++) //The last potion is dropped later
                        {
                            item = new RefreshPotion();
                            m.AddToBackpack(item);
                        }
                        item = new LesserCurePotion();
                        break;
                case 17: for (int i=0; i < 2; i++) //The last potion is dropped later
                        {
                            item = new RefreshPotion();
                            m.AddToBackpack(item);
                        }
                        item = new LesserHealPotion();
                        break;
                case 18: for (int i=0; i < 2; i++) //The last potion is dropped later
                        {
                            item = new RefreshPotion();
                            m.AddToBackpack(item);
                        }
                        item = new NightSightPotion();
                        break;
                case 19: item = new Bandage(50); break;
                case 20: item = new Bandage(200); break;
                case 21: item = new Bandage(1000); break;
                case 22: item = new Arrow(100); break;
                case 23: item = new Arrow(1000); break;
                case 24: item = new Bolt(100); break;
                case 25: item = new Bolt(1000); break;
                case 26: bc = new Horse(); break;
                case 27: bc = new PackLlama(); break;
                case 28: item = new Club();
                        BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 29: item = new WarFork();
                        BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 30: item = new Katana();
                        BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 31: item = new Bow();
                        BaseRunicTool.ApplyAttributesTo((BaseWeapon)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 32: item = new MetalKiteShield();
                        BaseRunicTool.ApplyAttributesTo((BaseShield)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 33: item = new WoodenShield();
                        BaseRunicTool.ApplyAttributesTo((BaseShield)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 34: item = new LeatherChest();
                        BaseRunicTool.ApplyAttributesTo((BaseArmor)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 35: item = new LeatherGloves();
                        BaseRunicTool.ApplyAttributesTo((BaseArmor)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 36: item = new LeatherGorget();
                        BaseRunicTool.ApplyAttributesTo((BaseArmor)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 37: item = new LeatherLegs();
                        BaseRunicTool.ApplyAttributesTo((BaseArmor)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 38: item = new LeatherCap();
                        BaseRunicTool.ApplyAttributesTo((BaseArmor)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 39: item = new LeatherArms();
                        BaseRunicTool.ApplyAttributesTo((BaseArmor)item, Utility.RandomMinMax(1, 4), 40, 80);
                        break;
                case 40: item = new Gold(300); break;
                case 41: item = new Gold(3000); break;
                case 42: item = new Server.Engines.BulkOrders.BulkOrderBook(); break;
                case 43: item = new Drums();
                        ((BaseInstrument)item).Quality = InstrumentQuality.Exceptional;
                        break;
                case 44: item = new TambourineTassel();
                        ((BaseInstrument)item).Quality = InstrumentQuality.Exceptional;
                        break;
                case 45: item = new Server.Multis.SmallDragonBoatDeed(); break;
                case 46: item = new Server.Multis.LargeDragonBoatDeed(); break;
            }

            if (item != null)
            {
                m.AddToBackpack(item);
                m.SendMessage("Here are the goods you requested.");
            }
            else if (bc != null)
            {
                bc.Controlled = true;
                bc.ControlMaster = m;
                bc.MoveToWorld( m.Location, m.Map );
                m.SendMessage("Here is the pet you requested.");
            }
            else
            {
                m.SendMessage("That item is not available. Please report the bug at the site that will open in your browser.");
                m.LaunchBrowser( "http://bug.casiopia.net/" );
                m.AddToBackpack( new VeriteGem(info.Price) );
            }
        }
예제 #11
0
		private static void AddThemeLoot (LockableContainer cont, int level, ChestThemeType type)
		{
			MonsterStatuette mx = null;

			//switch to add in theme treasures
			switch ( type )
			{
				case ChestThemeType.Solen:
				{

					//drop are special weapon
					QuarterStaff special = new QuarterStaff();
					special.Name = "Chitanous Staff";
					cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

					//go into dropping normal loot

					int onlyonedrop = Utility.RandomMinMax(0,1);

					if(onlyonedrop ==0 )cont.DropItem(new Seed(PlantType.Hedge,0,false)); //new solen seed
					if(onlyonedrop ==1 )cont.DropItem(new WaterBucket() ); //new waterbucket

					if (Utility.RandomDouble() <= 0.30 ) //30% chance to drop a statue
					{
						int whichone = Utility.RandomMinMax(0,1);
						if(whichone == 0)mx = new MonsterStatuette (m_Monster[0]);
						if(whichone == 1)mx = new MonsterStatuette (m_Monster[1]);
						mx.LootType = LootType.Regular;		// not blessed
						cont.DropItem( mx );			// drop it baby!
					}
					break;
				}

				case ChestThemeType.Brigand:
				{
					//drop are special weapon
					Katana special = new Katana();
					special.Name = "Bandit's Blade";
					cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

					int onlyonedrop = Utility.RandomMinMax(0,1);

					if(onlyonedrop ==0 )cont.DropItem(new Brazier(true)); //new movable brazier
					if(onlyonedrop ==1 )cont.DropItem(new DecorativeBow(Utility.RandomMinMax(0,3))); //random decorative bow type

					for ( int i = 0; i < level * 5; ++i )
					{
						cont.DropItem (new PowderOfTranslocation() );  //drop powder of translocation
					}

					if (Utility.RandomDouble() <= 0.30 ) //30% chance to drop a statue
					{
						int whichone = Utility.RandomMinMax(0,1);
						if(whichone == 0)mx = new MonsterStatuette (m_Monster[2]);
						if(whichone == 1)mx = new MonsterStatuette (m_Monster[3]);
						mx.LootType = LootType.Regular;		// not blessed
						cont.DropItem( mx );			// drop it baby!
					}
					break;
				}

				case ChestThemeType.Savage:
				{
					//drop are special weapon
					ShortSpear special = new ShortSpear();
					special.Name = "Ornate Ritual Spear";
					cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

					int rug = Utility.RandomMinMax(0,1);
					int onlyonedrop = Utility.RandomMinMax(0,1);

					if(onlyonedrop ==0 )cont.DropItem(new SkullPole() ); //new skull pole

					if(onlyonedrop ==1 )
					{
						if(rug == 0) cont.DropItem(new BrownBearRugEastDeed() ); //new rug east
						if(rug == 1) cont.DropItem(new BrownBearRugSouthDeed() ); //new rug south
					}

					if (Utility.RandomDouble() <= .30 ) //30% chance to drop a statue
					{
						int whichone = Utility.RandomMinMax(0,1);
						if(whichone == 0)mx = new MonsterStatuette (m_Monster[4]);
						if(whichone == 1)mx = new MonsterStatuette (m_Monster[5]);
						mx.LootType = LootType.Regular;			// not blessed
						cont.DropItem( mx );				// drop it baby!
					}
					break;
				}

				case ChestThemeType.Undead:
				{
					Halberd special = new Halberd();
					special.Name = "Soul Reaver";
					cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

					int onlyonedrop = Utility.RandomMinMax(0,1);
					if(onlyonedrop ==0 )cont.DropItem(new BoneContainer(Utility.RandomMinMax(0,2))); //new bone container 3 differnt types 0-2
					int stone = Utility.RandomMinMax(0,3); // get random gravestone type to drop

					if(onlyonedrop ==1 )
					{
						if(stone == 0) cont.DropItem(new GraveStone1());
						if(stone == 1) cont.DropItem(new GraveStone2());
						if(stone == 2) cont.DropItem(new GraveStone3());
						if(stone == 3) cont.DropItem(new GraveStone4());
					}

					for ( int i = 0; i < level * 5; ++i )
					{
						cont.DropItem(new Moonstone()); //drop moonstones
					}

					if (Utility.RandomDouble() <= 0.30 ) //30% chance to drop a statue
					{
						int whichone = Utility.RandomMinMax(0,1);
						if(whichone == 0)mx = new MonsterStatuette (m_Monster[6]);
						if(whichone == 1)mx = new MonsterStatuette (m_Monster[7]);
						mx.LootType = LootType.Regular;			// not blessed
						cont.DropItem( mx );				// drop it baby!
					}
					break;
				}

				case ChestThemeType.Pirate:
				{

					Bow special = new Bow();
					special.Name = "Bow of the Buccaneer";
					cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

					int onlyonedrop = Utility.RandomMinMax(0,1);
					PirateHat hat = new PirateHat();
					hat.Hue = 0x1;
					int oars = Utility.RandomMinMax(0,1); //2 oar types

					if(onlyonedrop ==0 )
					{
						if(oars == 0) cont.DropItem(new Oars1());
						if(oars == 1) cont.DropItem(new Oars2());
					}

					if(onlyonedrop == 1 )cont.DropItem(new GenieBottle(false) ); //lamp currently disabled genie not done
					if (Utility.RandomDouble() <= 0.50 )cont.DropItem(hat); // 50% chance at black piratehat

					if (Utility.RandomDouble() <= 0.30 ) //30% chance to drop a statue
					{
						int whichone = Utility.RandomMinMax(0,1);
						if(whichone == 0)mx = new MonsterStatuette (m_Monster[8]);
						if(whichone == 1) mx = new MonsterStatuette (m_Monster[9]);
						mx.LootType = LootType.Regular;					// not blessed
						cont.DropItem( mx );						// drop it baby!
					}
					break;
				}

				case ChestThemeType.Dragon:
				{
					WarFork special = new WarFork();
					special.Name = "Claw of the Dragon";
					cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

					int onlyonedrop = Utility.RandomMinMax(0,1);
					//new dragonhead trophydeed type
					if(onlyonedrop ==0 ) cont.DropItem(new TrophyDeed(8757, 8756, "a dragon head trophy", "a dragon head trophy", 10 ));
					int armor = Utility.RandomMinMax(0,2); // drop 1 piece of dragonarmor

					if(onlyonedrop == 1 )
					{
						if(armor == 0) cont.DropItem(new HangingDragonChest());
						if(armor == 1) cont.DropItem(new HangingDragonLegs());
						if(armor == 2) cont.DropItem(new HangingDragonArms());
					}

					if (Utility.RandomDouble() <= 0.30 ) //30% chance to drop a statue
					{
						int whichone = Utility.RandomMinMax(0,1);
						if(whichone == 0)mx = new MonsterStatuette (m_Monster[10]);
						if(whichone == 1)mx = new MonsterStatuette (m_Monster[11]);
						mx.LootType = LootType.Regular;			// not blessed
						cont.DropItem( mx );				// drop it baby!
					}
					break;
				}

				case ChestThemeType.Lizardmen: 
				{
					if (Utility.RandomBool())
						cont.DropItem( new LizardmansStaff() ); 
					else
						cont.DropItem( new LizardmansMace() ); 
				}
					break;
				
				case ChestThemeType.Ettin:
				{
					cont.DropItem( new EttinHammer() ); 
				}
					break;
				
				case ChestThemeType.Ogre: 
				{
					cont.DropItem( new OgresClub() ); 
				}
					break;

				case ChestThemeType.Ophidian:
				{
					cont.DropItem( new OphidianBardiche() ); 
				}
					break;
				
				case ChestThemeType.Skeleton:
				{
					switch (Utility.Random(3))
					{
						case 0: cont.DropItem( new SkeletonScimitar() ); break;
						case 1: cont.DropItem( new SkeletonAxe() ); break;
						case 2: cont.DropItem( new BoneMageStaff() ); break;
					}
				}
					break;

				case ChestThemeType.Ratmen:
				{
					if (Utility.RandomBool())
						cont.DropItem( new RatmanSword() ); 
					else
						cont.DropItem( new RatmanAxe() ); 
				}
					break;

				case ChestThemeType.Orc:
				{
					switch (Utility.Random(3))
					{
						case 0: cont.DropItem( new OrcClub() ); break;
						case 1: cont.DropItem( new OrcMageStaff() ); break;
						case 2: cont.DropItem( new OrcLordBattleaxe() ); break;
					}
				}
					break;

				case ChestThemeType.Terathan:
				{
					switch (Utility.Random(3))
					{
						case 0: cont.DropItem( new TerathanStaff() ); break;
						case 1: cont.DropItem( new TerathanSpear() ); break;
						case 2: cont.DropItem( new TerathanMace() ); break;
					}
				}
					break;

				case ChestThemeType.FrostTroll:
				{
					switch (Utility.Random(3))
					{
						case 0: cont.DropItem( new FrostTrollClub() ); break;
						case 1: cont.DropItem( new TrollAxe() ); break;
						case 2: cont.DropItem( new TrollMaul() ); break;
					}
				}
					break;

			}//end switch

		}
예제 #12
0
        public undying()
            : base(AIType.AI_Necro, FightMode.Closest, 10, 1, 0.1, 0.2)
        {
            Name = "a dark knight";
            Body = 401;
            Female = true;
            Hue = 16800;

            SetStr( 201, 205 );
            SetDex( 91, 100 );
            SetInt( 1500, 1800 );

            SetHits( 9000, 10000 );

            SetDamage( 24, 25 );

            SetDamageType( ResistanceType.Physical, 100 );

            SetResistance( ResistanceType.Physical, 45, 50 );
            SetResistance( ResistanceType.Fire, 45, 50 );
            SetResistance( ResistanceType.Cold, 45, 50 );
            SetResistance( ResistanceType.Poison, 45, 50 );
            SetResistance( ResistanceType.Energy, 45, 50 );

            SetSkill( SkillName.SpiritSpeak, 110.1, 125.0 );
            SetSkill( SkillName.Necromancy, 115.1, 120.0 );
            SetSkill( SkillName.EvalInt, 110.1, 120.0 );
            SetSkill( SkillName.Meditation, 90.1, 100.0 );
            SetSkill( SkillName.MagicResist, 95.0, 107.5 );
            SetSkill( SkillName.Anatomy, 110.2, 120.0 );
            SetSkill( SkillName.Tactics, 100.0, 110.5 );
            SetSkill( SkillName.Parry, 100.0, 110.5 );
            SetSkill( SkillName.Wrestling, 100.0, 110.5 );
            SetSkill( SkillName.Fencing, 110.2, 120.0 );

            Fame = 22000;
            Karma = -15000;

            VirtualArmor = 16;

            PackNecroReg( 8, 15 );
            AddItem( new HoodedShroudOfShadows( Utility.RandomNeutralHue() ) );
            AddItem( new Sandals() );
            AddItem( new Shirt( Utility.RandomNeutralHue() ) );
            AddItem( new Skirt( Utility.RandomNeutralHue() ) );

            WarFork weapon = new WarFork();

            weapon.Movable = false;
            weapon.Attributes.WeaponDamage = 45;
            weapon.Attributes.WeaponSpeed = 15;
            weapon.Attributes.AttackChance = 10;
            weapon.WeaponAttributes.HitHarm = 50;
            weapon.WeaponAttributes.HitFireball = 50;
            weapon.Hue = 163;

            AddItem( weapon );

            ChaosShield shield = new ChaosShield();

            shield.Movable = false;
            shield.Attributes.SpellChanneling = 1;
            shield.Attributes.DefendChance = 10;
            shield.Hue = 163;

            AddItem( shield );

            BaseMount horse = new Horse();
            horse.Rider = this;
            horse.Hue = 16800;
            horse.Tamable = false;
        }
예제 #13
0
        private static void AddThemeLoot(LockableContainer cont, int level, ChestThemeType type)
        {
            MonsterStatuette mx = null;

            //switch to add in theme treasures
            switch (type)
            {
            case ChestThemeType.Solen:
            {
                //drop are special weapon
                QuarterStaff special = new QuarterStaff();
                special.Name = "Chitanous Staff";
                cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

                //go into dropping normal loot

                int onlyonedrop = Utility.RandomMinMax(0, 1);

                if (onlyonedrop == 0)
                {
                    cont.DropItem(new Seed(PlantType.Hedge, 0, false));                                       //new solen seed
                }
                if (onlyonedrop == 1)
                {
                    cont.DropItem(new WaterBucket());                        //new waterbucket
                }
                if (Utility.RandomDouble() <= 0.30)                          //30% chance to drop a statue
                {
                    int whichone = Utility.RandomMinMax(0, 1);
                    if (whichone == 0)
                    {
                        mx = new MonsterStatuette(m_Monster[0]);
                    }
                    if (whichone == 1)
                    {
                        mx = new MonsterStatuette(m_Monster[1]);
                    }
                    mx.LootType = LootType.Regular;                                     // not blessed
                    cont.DropItem(mx);                                                  // drop it baby!
                }
                break;
            }

            case ChestThemeType.Brigand:
            {
                //drop are special weapon
                Katana special = new Katana();
                special.Name = "Bandit's Blade";
                cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

                int onlyonedrop = Utility.RandomMinMax(0, 1);

                if (onlyonedrop == 0)
                {
                    cont.DropItem(new Brazier(true));                                         //new movable brazier
                }
                if (onlyonedrop == 1)
                {
                    cont.DropItem(new DecorativeBow(Utility.RandomMinMax(0, 3)));                                        //random decorative bow type
                }
                for (int i = 0; i < level * 5; ++i)
                {
                    cont.DropItem(new PowderOfTranslocation());                                //drop powder of translocation
                }

                if (Utility.RandomDouble() <= 0.30)                          //30% chance to drop a statue
                {
                    int whichone = Utility.RandomMinMax(0, 1);
                    if (whichone == 0)
                    {
                        mx = new MonsterStatuette(m_Monster[2]);
                    }
                    if (whichone == 1)
                    {
                        mx = new MonsterStatuette(m_Monster[3]);
                    }
                    mx.LootType = LootType.Regular;                                     // not blessed
                    cont.DropItem(mx);                                                  // drop it baby!
                }
                break;
            }

            case ChestThemeType.Savage:
            {
                //drop are special weapon
                ShortSpear special = new ShortSpear();
                special.Name = "Ornate Ritual Spear";
                cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

                int rug         = Utility.RandomMinMax(0, 1);
                int onlyonedrop = Utility.RandomMinMax(0, 1);

                if (onlyonedrop == 0)
                {
                    cont.DropItem(new SkullPole());                                          //new skull pole
                }
                if (onlyonedrop == 1)
                {
                    if (rug == 0)
                    {
                        cont.DropItem(new BrownBearRugEastDeed());                                       //new rug east
                    }
                    if (rug == 1)
                    {
                        cont.DropItem(new BrownBearRugSouthDeed());                                       //new rug south
                    }
                }

                if (Utility.RandomDouble() <= .30)                          //30% chance to drop a statue
                {
                    int whichone = Utility.RandomMinMax(0, 1);
                    if (whichone == 0)
                    {
                        mx = new MonsterStatuette(m_Monster[4]);
                    }
                    if (whichone == 1)
                    {
                        mx = new MonsterStatuette(m_Monster[5]);
                    }
                    mx.LootType = LootType.Regular;                                             // not blessed
                    cont.DropItem(mx);                                                          // drop it baby!
                }
                break;
            }

            case ChestThemeType.Undead:
            {
                Halberd special = new Halberd();
                special.Name = "Soul Reaver";
                cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

                int onlyonedrop = Utility.RandomMinMax(0, 1);
                if (onlyonedrop == 0)
                {
                    cont.DropItem(new BoneContainer(Utility.RandomMinMax(0, 2))); //new bone container 3 differnt types 0-2
                }
                int stone = Utility.RandomMinMax(0, 3);                           // get random gravestone type to drop

                if (onlyonedrop == 1)
                {
                    if (stone == 0)
                    {
                        cont.DropItem(new GraveStone1());
                    }
                    if (stone == 1)
                    {
                        cont.DropItem(new GraveStone2());
                    }
                    if (stone == 2)
                    {
                        cont.DropItem(new GraveStone3());
                    }
                    if (stone == 3)
                    {
                        cont.DropItem(new GraveStone4());
                    }
                }

                for (int i = 0; i < level * 5; ++i)
                {
                    cont.DropItem(new Moonstone());                             //drop moonstones
                }

                if (Utility.RandomDouble() <= 0.30)                          //30% chance to drop a statue
                {
                    int whichone = Utility.RandomMinMax(0, 1);
                    if (whichone == 0)
                    {
                        mx = new MonsterStatuette(m_Monster[6]);
                    }
                    if (whichone == 1)
                    {
                        mx = new MonsterStatuette(m_Monster[7]);
                    }
                    mx.LootType = LootType.Regular;                                             // not blessed
                    cont.DropItem(mx);                                                          // drop it baby!
                }
                break;
            }

            case ChestThemeType.Pirate:
            {
                Bow special = new Bow();
                special.Name = "Bow of the Buccaneer";
                cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

                int       onlyonedrop = Utility.RandomMinMax(0, 1);
                PirateHat hat         = new PirateHat();
                hat.Hue = 0x1;
                int oars = Utility.RandomMinMax(0, 1);                        //2 oar types

                if (onlyonedrop == 0)
                {
                    if (oars == 0)
                    {
                        cont.DropItem(new Oars1());
                    }
                    if (oars == 1)
                    {
                        cont.DropItem(new Oars2());
                    }
                }

                if (onlyonedrop == 1)
                {
                    cont.DropItem(new GenieBottle(false));                                           //lamp currently disabled genie not done
                }
                if (Utility.RandomDouble() <= 0.50)
                {
                    cont.DropItem(hat);                                      // 50% chance at black piratehat
                }
                if (Utility.RandomDouble() <= 0.30)                          //30% chance to drop a statue
                {
                    int whichone = Utility.RandomMinMax(0, 1);
                    if (whichone == 0)
                    {
                        mx = new MonsterStatuette(m_Monster[8]);
                    }
                    if (whichone == 1)
                    {
                        mx = new MonsterStatuette(m_Monster[9]);
                    }
                    mx.LootType = LootType.Regular;                                                             // not blessed
                    cont.DropItem(mx);                                                                          // drop it baby!
                }
                break;
            }

            case ChestThemeType.Dragon:
            {
                WarFork special = new WarFork();
                special.Name = "Claw of the Dragon";
                cont.DropItem(Loot.ImbueWeaponOrArmor(special, 6, 0, true));

                int onlyonedrop = Utility.RandomMinMax(0, 1);
                //new dragonhead trophydeed type
                if (onlyonedrop == 0)
                {
                    cont.DropItem(new TrophyDeed(8757, 8756, "a dragon head trophy", "a dragon head trophy", 10));
                }
                int armor = Utility.RandomMinMax(0, 2);                        // drop 1 piece of dragonarmor

                if (onlyonedrop == 1)
                {
                    if (armor == 0)
                    {
                        cont.DropItem(new HangingDragonChest());
                    }
                    if (armor == 1)
                    {
                        cont.DropItem(new HangingDragonLegs());
                    }
                    if (armor == 2)
                    {
                        cont.DropItem(new HangingDragonArms());
                    }
                }

                if (Utility.RandomDouble() <= 0.30)                          //30% chance to drop a statue
                {
                    int whichone = Utility.RandomMinMax(0, 1);
                    if (whichone == 0)
                    {
                        mx = new MonsterStatuette(m_Monster[10]);
                    }
                    if (whichone == 1)
                    {
                        mx = new MonsterStatuette(m_Monster[11]);
                    }
                    mx.LootType = LootType.Regular;                                             // not blessed
                    cont.DropItem(mx);                                                          // drop it baby!
                }
                break;
            }

            case ChestThemeType.Lizardmen:
            {
                if (Utility.RandomBool())
                {
                    cont.DropItem(new LizardmansStaff());
                }
                else
                {
                    cont.DropItem(new LizardmansMace());
                }
            }
            break;

            case ChestThemeType.Ettin:
            {
                cont.DropItem(new EttinHammer());
            }
            break;

            case ChestThemeType.Ogre:
            {
                cont.DropItem(new OgresClub());
            }
            break;

            case ChestThemeType.Ophidian:
            {
                cont.DropItem(new OphidianBardiche());
            }
            break;

            case ChestThemeType.Skeleton:
            {
                switch (Utility.Random(3))
                {
                case 0: cont.DropItem(new SkeletonScimitar()); break;

                case 1: cont.DropItem(new SkeletonAxe()); break;

                case 2: cont.DropItem(new BoneMageStaff()); break;
                }
            }
            break;

            case ChestThemeType.Ratmen:
            {
                if (Utility.RandomBool())
                {
                    cont.DropItem(new RatmanSword());
                }
                else
                {
                    cont.DropItem(new RatmanAxe());
                }
            }
            break;

            case ChestThemeType.Orc:
            {
                switch (Utility.Random(3))
                {
                case 0: cont.DropItem(new OrcClub()); break;

                case 1: cont.DropItem(new OrcMageStaff()); break;

                case 2: cont.DropItem(new OrcLordBattleaxe()); break;
                }
            }
            break;

            case ChestThemeType.Terathan:
            {
                switch (Utility.Random(3))
                {
                case 0: cont.DropItem(new TerathanStaff()); break;

                case 1: cont.DropItem(new TerathanSpear()); break;

                case 2: cont.DropItem(new TerathanMace()); break;
                }
            }
            break;

            case ChestThemeType.FrostTroll:
            {
                switch (Utility.Random(3))
                {
                case 0: cont.DropItem(new FrostTrollClub()); break;

                case 1: cont.DropItem(new TrollAxe()); break;

                case 2: cont.DropItem(new TrollMaul()); break;
                }
            }
            break;
            }            //end switch
        }
예제 #14
0
        public TownChestWeaponsmith() : base(0xE43)
        {
            Name    = "a metal chest -20-";
            Movable = true;
            Weight  = 1000.0;

            Hue = 83;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 20;
            LockLevel     = 20;
            MaxLockLevel  = 25;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(1, 50)));
            }

            // Supplies

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Axe());
            }

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new DoubleAxe());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new LargeBattleAxe());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Mace());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Maul());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new WarMace());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new ShortSpear());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Spear());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Longsword());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Scimitar());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Arrow(Utility.Random(25, 30)));
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(38))
                {
                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;

                case 20: weapon = new Axe(); break;

                case 21: weapon = new ExecutionersAxe(); break;

                case 22: weapon = new Pickaxe(); break;

                case 23: weapon = new TwoHandedAxe(); break;

                case 24: weapon = new WarAxe(); break;

                case 25: weapon = new HeavyCrossbow(); break;

                case 26: weapon = new HammerPick(); break;

                case 27: weapon = new WarMace(); break;

                case 28: weapon = new Spear(); break;

                case 29: weapon = new WarFork(); break;

                case 30: weapon = new BlackStaff(); break;

                case 31: weapon = new QuarterStaff(); break;

                case 32: weapon = new Longsword(); break;

                case 33: weapon = new ElvenCompositeLongbow(); break;

                case 34: weapon = new ElvenMachete(); break;

                case 35: weapon = new ElvenSpellblade(); break;

                case 36: weapon = new RuneBlade(); break;

                default: weapon = new Dagger(); break;
                }
                BaseRunicTool.ApplyAttributesTo(weapon, 5, 15, 20);

                DropItem(weapon);
            }
        }