public MilitiaFighter() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { InitStats(40, 30, 5); Title = "the Militia Fighter"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Female = false; Body = 0x190; Name = NameList.RandomName("male"); Utility.AssignRandomHair(this); Utility.AssignRandomFacialHair(this, HairHue); AddItem(new ThighBoots(0x1BB)); AddItem(new LeatherChest()); AddItem(new LeatherArms()); AddItem(new LeatherLegs()); AddItem(new LeatherCap()); AddItem(new LeatherGloves()); AddItem(new LeatherGorget()); Item weapon; switch (Utility.Random(6)) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } weapon.Movable = false; AddItem(weapon); Item shield = new BronzeShield { Movable = false }; AddItem(shield); SetSkill(SkillName.Swords, 20.0); }
public ChaosDragoonElite() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.15, 0.4) { Name = "a chaos dragoon elite"; Body = 0x190; Hue = Utility.RandomSkinHue(); SetStr(276, 350); SetDex(66, 90); SetInt(126, 150); SetHits(276, 350); SetDamage(29, 34); SetDamageType(ResistanceType.Physical, 100); /*SetResistance(ResistanceType.Physical, 45, 55); * SetResistance(ResistanceType.Fire, 15, 25); * SetResistance(ResistanceType.Cold, 50); * SetResistance(ResistanceType.Poison, 25, 35); * SetResistance(ResistanceType.Energy, 25, 35);*/ SetSkill(SkillName.Tactics, 80.1, 100.0); SetSkill(SkillName.MagicResist, 100.1, 110.0); SetSkill(SkillName.Anatomy, 80.1, 100.0); SetSkill(SkillName.Magery, 85.1, 100.0); SetSkill(SkillName.EvalInt, 85.1, 100.0); SetSkill(SkillName.Swords, 72.5, 95.0); SetSkill(SkillName.Fencing, 85.1, 100); SetSkill(SkillName.Macing, 85.1, 100); Fame = 8000; Karma = -8000; BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } melee.Movable = false; AddItem(melee); }
public FighterPeacemaker() : base(AIType.AI_Melee, 1) { SetStr(220, 300); SetDex(40, 60); SetInt(40, 60); Item weapon; switch (Utility.Random(6)) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } AddItem(weapon); AddItem(new MetalShield()); SetDamageType(ResistanceType.Physical, 100); SetSkill(SkillName.Tactics, 70, 95); SetSkill(SkillName.Swords, 70, 100); SetSkill(SkillName.Fencing, 65, 100); SetSkill(SkillName.MagicResist, 80, 110); SetSkill(SkillName.Macing, 75, 100); SetSkill(SkillName.Wrestling, 65, 100); SetSkill(SkillName.Parry, 70, 100); SetSkill(SkillName.Healing, 65, 75); SetSkill(SkillName.Anatomy, 80, 90); }
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 InternalBuyInfo() { Add(new GenericBuyInfo("Dagger", typeof(Dagger), Dagger.GetSBPurchaseValue(), 25, 0xF52, 0)); Add(new GenericBuyInfo("Kryss", typeof(Kryss), Kryss.GetSBPurchaseValue(), 25, 0x1401, 0)); Add(new GenericBuyInfo("War Fork", typeof(WarFork), WarFork.GetSBPurchaseValue(), 25, 0x1405, 0)); Add(new GenericBuyInfo("Short Spear", typeof(ShortSpear), ShortSpear.GetSBPurchaseValue(), 25, 0x1403, 0)); Add(new GenericBuyInfo("Pitchfork", typeof(Pitchfork), Pitchfork.GetSBPurchaseValue(), 25, 0xE87, 0)); Add(new GenericBuyInfo("Spear", typeof(Spear), Spear.GetSBPurchaseValue(), 25, 0xF62, 0)); Add(new GenericBuyInfo("Hammer Pick", typeof(HammerPick), HammerPick.GetSBPurchaseValue(), 25, 0x143D, 0)); Add(new GenericBuyInfo("War Axe", typeof(WarAxe), WarAxe.GetSBPurchaseValue(), 25, 0x13B0, 0)); Add(new GenericBuyInfo("Mace", typeof(Mace), Mace.GetSBPurchaseValue(), 25, 0xF5C, 0)); Add(new GenericBuyInfo("Maul", typeof(Maul), Maul.GetSBPurchaseValue(), 25, 0x143B, 0)); Add(new GenericBuyInfo("WarHammer", typeof(WarHammer), WarHammer.GetSBPurchaseValue(), 25, 0x1439, 0)); Add(new GenericBuyInfo("War Mace", typeof(WarMace), WarMace.GetSBPurchaseValue(), 25, 0x1407, 0)); Add(new GenericBuyInfo("Butcher Knife", typeof(ButcherKnife), ButcherKnife.GetSBPurchaseValue(), 25, 0x13F6, 0)); Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 25, 0xEC4, 0)); Add(new GenericBuyInfo("Cleaver", typeof(Cleaver), Cleaver.GetSBPurchaseValue(), 25, 0xEC3, 0)); Add(new GenericBuyInfo("Cutlass", typeof(Cutlass), Cutlass.GetSBPurchaseValue(), 25, 0x1441, 0)); Add(new GenericBuyInfo("Katana", typeof(Katana), Katana.GetSBPurchaseValue(), 25, 0x13FF, 0)); Add(new GenericBuyInfo("Scimitar", typeof(Scimitar), Scimitar.GetSBPurchaseValue(), 25, 0x13B6, 0)); Add(new GenericBuyInfo("Broadsword", typeof(Broadsword), Broadsword.GetSBPurchaseValue(), 25, 0xF5E, 0)); Add(new GenericBuyInfo("Longsword", typeof(Longsword), Longsword.GetSBPurchaseValue(), 25, 0xF61, 0)); Add(new GenericBuyInfo("Viking Sword", typeof(VikingSword), VikingSword.GetSBPurchaseValue(), 25, 0x13B9, 0)); Add(new GenericBuyInfo("Axe", typeof(Axe), Axe.GetSBPurchaseValue(), 25, 0xF49, 0)); Add(new GenericBuyInfo("Battle Axe", typeof(BattleAxe), BattleAxe.GetSBPurchaseValue(), 25, 0xF47, 0)); Add(new GenericBuyInfo("Double Axe", typeof(DoubleAxe), DoubleAxe.GetSBPurchaseValue(), 25, 0xF4B, 0)); Add(new GenericBuyInfo("Executioner's Axe", typeof(ExecutionersAxe), ExecutionersAxe.GetSBPurchaseValue(), 25, 0xF45, 0)); Add(new GenericBuyInfo("Large Battle Axe", typeof(LargeBattleAxe), LargeBattleAxe.GetSBPurchaseValue(), 25, 0x13FB, 0)); Add(new GenericBuyInfo("Two-Handed Axe", typeof(TwoHandedAxe), TwoHandedAxe.GetSBPurchaseValue(), 25, 0x1443, 0)); Add(new GenericBuyInfo("Bardiche", typeof(Bardiche), Bardiche.GetSBPurchaseValue(), 25, 0xF4D, 0)); Add(new GenericBuyInfo("Halberd", typeof(Halberd), Halberd.GetSBPurchaseValue(), 25, 0x143E, 0)); Add(new GenericBuyInfo("Bow", typeof(Bow), Bow.GetSBPurchaseValue(), 25, 0x13B2, 0)); Add(new GenericBuyInfo("Crossbow", typeof(Crossbow), Crossbow.GetSBPurchaseValue(), 25, 0xF50, 0)); Add(new GenericBuyInfo("Heavy Crossbow", typeof(HeavyCrossbow), HeavyCrossbow.GetSBPurchaseValue(), 25, 0x13FD, 0)); }
public InternalSellInfo() { Add(typeof(Dagger), Dagger.GetSBSellValue()); Add(typeof(Kryss), Kryss.GetSBSellValue()); Add(typeof(WarFork), WarFork.GetSBSellValue()); Add(typeof(ShortSpear), ShortSpear.GetSBSellValue()); Add(typeof(Pitchfork), Pitchfork.GetSBSellValue()); Add(typeof(Spear), Spear.GetSBSellValue()); Add(typeof(HammerPick), HammerPick.GetSBSellValue()); Add(typeof(WarAxe), WarAxe.GetSBSellValue()); Add(typeof(Mace), Mace.GetSBSellValue()); Add(typeof(Maul), Maul.GetSBSellValue()); Add(typeof(WarHammer), WarHammer.GetSBSellValue()); Add(typeof(WarMace), WarMace.GetSBSellValue()); Add(typeof(ButcherKnife), ButcherKnife.GetSBSellValue()); Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue()); Add(typeof(Cleaver), Cleaver.GetSBSellValue()); Add(typeof(Cutlass), Cutlass.GetSBSellValue()); Add(typeof(Katana), Katana.GetSBSellValue()); Add(typeof(Scimitar), Scimitar.GetSBSellValue()); Add(typeof(Broadsword), Broadsword.GetSBSellValue()); Add(typeof(Longsword), Longsword.GetSBSellValue()); Add(typeof(VikingSword), VikingSword.GetSBSellValue()); Add(typeof(Axe), Axe.GetSBSellValue()); Add(typeof(BattleAxe), BattleAxe.GetSBSellValue()); Add(typeof(DoubleAxe), DoubleAxe.GetSBSellValue()); Add(typeof(ExecutionersAxe), ExecutionersAxe.GetSBSellValue()); Add(typeof(LargeBattleAxe), LargeBattleAxe.GetSBSellValue()); Add(typeof(TwoHandedAxe), TwoHandedAxe.GetSBSellValue()); Add(typeof(Bardiche), Bardiche.GetSBSellValue()); Add(typeof(Halberd), Halberd.GetSBSellValue()); Add(typeof(Bow), Bow.GetSBSellValue()); Add(typeof(Crossbow), Crossbow.GetSBSellValue()); Add(typeof(HeavyCrossbow), HeavyCrossbow.GetSBSellValue()); }
public Deathknight() : base(AIType.AI_Necro, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Title = "the deathknight"; SpeechHue = Utility.RandomDyedHue(); Hue = 0; Name = NameList.RandomName("daemon"); SetStr(306, 430); SetDex(271, 350); SetInt(250, 355); SetHits(2200); if (Female = Utility.RandomBool()) { Body = 0x191; } else { Body = 0x190; } new SkeletalMount().Rider = this; PlateChest chest = new PlateChest(); chest.LootType = LootType.Blessed; chest.Hue = 1175; AddItem(chest); PlateArms arms = new PlateArms(); arms.LootType = LootType.Blessed; arms.Hue = 1175; AddItem(arms); PlateGloves gloves = new PlateGloves(); gloves.LootType = LootType.Blessed; gloves.Hue = 1175; AddItem(gloves); PlateGorget gorget = new PlateGorget(); gorget.LootType = LootType.Blessed; gorget.Hue = 1175; AddItem(gorget); PlateLegs legs = new PlateLegs(); legs.LootType = LootType.Blessed; legs.Hue = 1175; AddItem(legs); Cloak cloak = new Cloak(); cloak.LootType = LootType.Blessed; cloak.Hue = 1175; AddItem(cloak); DeathknightsHelm helm = new DeathknightsHelm(); helm.LootType = LootType.Blessed; AddItem(helm); switch (Utility.Random(4)) { case 0: LargeBattleAxe battleaxe = new LargeBattleAxe(); battleaxe.Movable = false; battleaxe.Crafter = this; battleaxe.Hue = 1175; battleaxe.Quality = WeaponQuality.Exceptional; AddItem(battleaxe); break; case 1: DoubleAxe doubleaxe = new DoubleAxe(); doubleaxe.Movable = false; doubleaxe.Crafter = this; doubleaxe.Hue = 1175; doubleaxe.Quality = WeaponQuality.Exceptional; AddItem(doubleaxe); break; case 2: Broadsword broadsword = new Broadsword(); broadsword.Movable = false; broadsword.Crafter = this; broadsword.Hue = 1175; broadsword.Quality = WeaponQuality.Exceptional; AddItem(broadsword); break; case 3: VikingSword vikingsword = new VikingSword(); vikingsword.Movable = false; vikingsword.Crafter = this; vikingsword.Hue = 1175; vikingsword.Quality = WeaponQuality.Exceptional; AddItem(vikingsword); break; } if (Utility.RandomDouble() <= 0.40) { PackItem(new DeathknightsHelm()); } PackGold(980, 1400); Skills[SkillName.Anatomy].Base = 120.0; Skills[SkillName.Tactics].Base = 120.0; Skills[SkillName.Swords].Base = 120.0; Skills[SkillName.Necromancy].Base = 120.0; Skills[SkillName.SpiritSpeak].Base = 120.0; Skills[SkillName.MagicResist].Base = 120.0; Skills[SkillName.Lumberjacking].Base = 100.0; }
public BaneChosenDragonRider() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.15, 0.4) { Name = "a bane chosen dragon rider"; Body = 0x190; Hue = Utility.RandomSkinHue(); SetStr(576, 650); SetDex(226, 290); SetInt(126, 150); SetHits(676, 750); SetDamage(29, 34); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 15, 25); SetResistance(ResistanceType.Cold, 50); SetResistance(ResistanceType.Poison, 25, 35); SetResistance(ResistanceType.Energy, 25, 35); SetSkill(SkillName.Tactics, 80.1, 100.0); SetSkill(SkillName.MagicResist, 100.1, 110.0); SetSkill(SkillName.Anatomy, 80.1, 100.0); SetSkill(SkillName.Magery, 85.1, 100.0); SetSkill(SkillName.EvalInt, 85.1, 100.0); SetSkill(SkillName.Swords, 72.5, 95.0); SetSkill(SkillName.Fencing, 85.1, 100); SetSkill(SkillName.Macing, 85.1, 100); Fame = 18000; Karma = -18000; CraftResource res = CraftResource.BlackScales; BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } melee.Movable = false; AddItem(melee); DragonChest Tunic = new DragonChest(); Tunic.Resource = res; Tunic.Movable = false; AddItem(Tunic); DragonLegs Legs = new DragonLegs(); Legs.Resource = res; Legs.Movable = false; AddItem(Legs); DragonArms Arms = new DragonArms(); Arms.Resource = res; Arms.Movable = false; AddItem(Arms); DragonGloves Gloves = new DragonGloves(); Gloves.Resource = res; Gloves.Movable = false; AddItem(Gloves); DragonHelm Helm = new DragonHelm(); Helm.Resource = res; Helm.Movable = false; AddItem(Helm); ChaosShield shield = new ChaosShield(); shield.Movable = false; AddItem(shield); AddItem(new Boots(0x455)); AddItem(new Shirt(Utility.RandomMetalHue())); /*int amount = Utility.RandomMinMax(1, 3); * * switch (res) * { * case CraftResource.BlackScales: AddItem(new BlackScales(amount)); break; * case CraftResource.RedScales: AddItem(new RedScales(amount)); break; * case CraftResource.BlueScales: AddItem(new BlueScales(amount)); break; * case CraftResource.YellowScales: AddItem(new YellowScales(amount)); break; * case CraftResource.GreenScales: AddItem(new GreenScales(amount)); break; * case CraftResource.WhiteScales: AddItem(new WhiteScales(amount)); break; * } * switch (Utility.Random(9)) * { * case 0: res = CraftResource.DullCopper; break; * case 1: res = CraftResource.ShadowIron; break; * case 2: res = CraftResource.Copper; break; * case 3: res = CraftResource.Bronze; break; * case 4: res = CraftResource.Gold; break; * case 5: res = CraftResource.Agapite; break; * case 6: res = CraftResource.Verite; break; * case 7: res = CraftResource.Valorite; break; * case 8: res = CraftResource.Iron; break; * }*/ BaneDragon mt = new BaneDragon(); mt.Rider = this; }
public MilitiaFighter() : base(AIType.AI_Melee, FightMode.All | FightMode.Closest, 10, 1, 0.2, 0.4) { InitStats(40, 30, 5); Title = "the Militia Fighter"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Female = false; Body = 0x190; Name = NameList.RandomName("male"); Item hair = new Item(Utility.RandomList(0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A)); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item 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); AddItem(new ThighBoots(0x1BB)); AddItem(new LeatherChest()); AddItem(new LeatherArms()); AddItem(new LeatherLegs()); AddItem(new LeatherCap()); AddItem(new LeatherGloves()); AddItem(new LeatherGorget()); Item weapon; switch (Utility.Random(6)) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } weapon.Movable = false; AddItem(weapon); Item shield = new BronzeShield(); shield.Movable = false; AddItem(shield); SetSkill(SkillName.Swords, 20.0); }
public BaseAIGuard() : base( AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.6, 0.8 ) { InitStats( 400, 100, 100 ); Title = "the guard"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); if ( Female = Utility.RandomBool() ) { Body = 0x191; Name = NameList.RandomName( "female" ); switch( Utility.Random( 2 ) ) { case 0: AddItem( new LeatherSkirt() ); break; case 1: AddItem( new LeatherShorts() ); break; } switch( Utility.Random( 5 ) ) { case 0: AddItem( new FemaleLeatherChest() ); break; case 1: AddItem( new FemaleStuddedChest() ); break; case 2: AddItem( new LeatherBustierArms() ); break; case 3: AddItem( new StuddedBustierArms() ); break; case 4: AddItem( new FemalePlateChest() ); break; } } else { Body = 0x190; Name = NameList.RandomName( "male" ); AddItem( new PlateChest() ); AddItem( new PlateArms() ); AddItem( new PlateGorget() ); AddItem( new PlateLegs() ); } Item hair = new Item( Utility.RandomList( 0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A ) ); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem( hair ); if( Utility.RandomBool() && !this.Female ) { 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 ); } Broadsword weapon = new Broadsword(); weapon.Movable = false; weapon.Crafter = this; weapon.Quality = WeaponQuality.Exceptional; AddItem( weapon ); Container pack = new Backpack(); pack.Movable = false; pack.DropItem( new Gold( 10, 25 ) ); AddItem( pack ); SetSkill( SkillName.Anatomy, 70.1, 80.0 ); SetSkill( SkillName.Tactics, 70.1, 80.0 ); SetSkill( SkillName.Swords, 70.1, 80.0 ); SetSkill( SkillName.MagicResist, 70.1, 80.0 ); }
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; } } }
public HumanPaladin() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4) { Title = "the Righteous"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Body = 0x190; Level = 10; if (this.Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); FemalePlateChest fchest = new FemalePlateChest(); fchest.Hue = 2122; fchest.Movable = false; AddItem(fchest); Kilt kilt = new Kilt(); kilt.Movable = false; kilt.Hue = 2971; AddItem(kilt); } else { Body = 0x190; Name = NameList.RandomName("male"); PlateChest chest = new PlateChest(); chest.Hue = 2122; chest.Movable = false; AddItem(chest); Surcoat coat = new Surcoat(); coat.Hue = 2971; coat.Movable = false; AddItem(coat); CloseHelm helm = new CloseHelm(); helm.Hue = 2122; helm.Movable = false; AddItem(helm); } Fame = 2000; Karma = 8000; new Nightmare().Rider = this; PlateArms arms = new PlateArms(); arms.Hue = 2122; arms.Movable = false; AddItem(arms); PlateLegs legs = new PlateLegs(); legs.Hue = 2122; legs.Movable = false; AddItem(legs); PlateGorget gorget = new PlateGorget(); gorget.Hue = 2122; gorget.Movable = false; AddItem(gorget); PlateGloves gloves = new PlateGloves(); gloves.Hue = 2122; gloves.Movable = false; AddItem(gloves); Cloak cloak = new Cloak(); cloak.Hue = 2971; cloak.Movable = false; AddItem(cloak); PackGold(10, 17); SetSkill(SkillName.MagicResist, 80.0, 90.5); SetSkill(SkillName.Swords, 85.0, 101.5); SetSkill(SkillName.Tactics, 85.0, 93.5); SetSkill(SkillName.Wrestling, 65.0, 72.5); SetSkill(SkillName.Fencing, 85.0, 100.5); SetSkill(SkillName.Macing, 70.3, 95.5); SetStr(316, 440); SetDex(161, 223); SetInt(141, 165); SetHits(380, 433); SetDamage(12, 20); switch (Utility.Random(8)) { case 0: WarMace wmace = new WarMace(); wmace.Movable = false; wmace.Hue = 2122; AddItem(wmace); OrderShield ashield = new OrderShield(); ashield.Movable = false; ashield.Hue = 2122; AddItem(ashield); break; case 1: Bardiche bd = new Bardiche(); bd.Movable = false; bd.Hue = 2122; AddItem(bd); break; case 2: Broadsword bsword = new Broadsword(); bsword.Movable = false; bsword.Hue = 2122; AddItem(bsword); OrderShield bshield = new OrderShield(); bshield.Movable = false; bshield.Hue = 2122; AddItem(bshield); break; case 3: Pike pike = new Pike(); pike.Movable = false; pike.Hue = 2122; AddItem(pike); break; case 4: Halberd hbrd = new Halberd(); hbrd.Movable = false; hbrd.Hue = 2122; AddItem(hbrd); break; case 5: Maul maul = new Maul(); maul.Movable = false; maul.Hue = 2122; AddItem(maul); OrderShield cshield = new OrderShield(); cshield.Movable = false; cshield.Hue = 2122; AddItem(cshield); break; case 6: VikingSword vsword = new VikingSword(); vsword.Movable = false; vsword.Hue = 2122; AddItem(vsword); OrderShield dshield = new OrderShield(); dshield.Movable = false; dshield.Hue = 2122; AddItem(dshield); break; case 7: Lance lance = new Lance(); lance.Movable = false; lance.Hue = 2122; AddItem(lance); break; } AddItem(Server.Items.Hair.GetRandomHair(Female)); }
public ElvenFighter() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("elfmale"); Title = "the Fighter"; SpeechHue = Utility.RandomDyedHue(); Hue = 349; Body = 0x190; Level = 7; NameHue = 2454; LongHair hair = new LongHair(Utility.RandomNeutralHue()); hair.Movable = false; AddItem(hair); ChainChest chest = new ChainChest(); chest.Hue = 0x9FF; chest.Movable = false; AddItem(chest); RingmailArms arms = new RingmailArms(); arms.Hue = 0x9FF; arms.Movable = false; AddItem(arms); RingmailGloves gloves = new RingmailGloves(); gloves.Hue = 0x9FF; gloves.Movable = false; AddItem(gloves); ChainLegs legs = new ChainLegs(); legs.Hue = 0x9FF; legs.Movable = false; AddItem(legs); Cloak cloak = new Cloak(); cloak.Hue = 0x9C4; cloak.Movable = false; AddItem(cloak); WoodenKiteShield shield = new WoodenKiteShield(); shield.Hue = 0x9FF; shield.Movable = false; AddItem(shield); Boots boots = new Boots(); boots.Hue = 0x9C4; boots.Movable = false; AddItem(boots); PackGold(6, 8); SetSkill(SkillName.MagicResist, 50.0, 61.5); SetSkill(SkillName.Swords, 70.0, 90.5); SetSkill(SkillName.Tactics, 65.0, 87.5); SetSkill(SkillName.Wrestling, 25.0, 47.5); SetStr(90, 110); SetDex(161, 125); SetInt(61, 85); SetHits(130, 160); SetDamage(10, 16); Karma = 2000; Fame = 1000; switch (Utility.Random(4)) { case 0: Scimitar scim = new Scimitar(); scim.Movable = false; AddItem(scim); break; case 1: Longsword lsword = new Longsword(); lsword.Movable = false; AddItem(lsword); break; case 2: Broadsword bsword = new Broadsword(); bsword.Movable = false; AddItem(bsword); break; case 3: Cutlass cl = new Cutlass(); cl.Movable = false; AddItem(cl); break; } }
public HumanGuard() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4) { Title = "the Guard"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Body = 0x190; Level = 8; if (this.Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); } else { Body = 0x190; Name = NameList.RandomName("male"); } Fame = 1000; Karma = 5000; RingmailArms arms = new RingmailArms(); arms.Hue = 0xA13; arms.Movable = false; AddItem(arms); ChainChest chest = new ChainChest(); chest.Hue = 0xA0B; chest.Movable = false; AddItem(chest); ChainLegs legs = new ChainLegs(); legs.Hue = 0xA13; legs.Movable = false; AddItem(legs); RingmailGloves gloves = new RingmailGloves(); gloves.Hue = 0xA13; gloves.Movable = false; AddItem(gloves); MetalShield shield = new MetalShield(); shield.Hue = 0xA0B; shield.Movable = false; AddItem(shield); Cloak cloak = new Cloak(); cloak.Hue = 0x95D; cloak.Movable = false; AddItem(cloak); BodySash sash = new BodySash(); sash.Hue = 0x95D; sash.Movable = false; AddItem(sash); Boots boots = new Boots(); boots.Hue = 0x95D; boots.Movable = false; AddItem(boots); PackGold(6, 8); SetSkill(SkillName.MagicResist, 50.0, 61.5); SetSkill(SkillName.Swords, 70.0, 90.5); SetSkill(SkillName.Tactics, 65.0, 87.5); SetSkill(SkillName.Wrestling, 25.0, 47.5); SetSkill(SkillName.Macing, 70.0, 90.7); SetStr(130, 150); SetDex(98, 115); SetInt(61, 85); SetHits(145, 168); SetDamage(9, 16); switch (Utility.Random(7)) { case 0: WarMace wmace = new WarMace(); wmace.Movable = false; AddItem(wmace); break; case 1: Bardiche bd = new Bardiche(); bd.Movable = false; AddItem(bd); break; case 2: Broadsword bsword = new Broadsword(); bsword.Movable = false; AddItem(bsword); break; case 3: Pike pike = new Pike(); pike.Movable = false; AddItem(pike); break; case 4: Halberd hbrd = new Halberd(); hbrd.Movable = false; AddItem(hbrd); break; case 5: Maul maul = new Maul(); maul.Movable = false; AddItem(maul); break; case 6: VikingSword vsword = new VikingSword(); vsword.Movable = false; AddItem(vsword); break; } AddItem(Server.Items.Hair.GetRandomHair(Female)); }
public InternalBuyInfo() { //Tools Add(new GenericBuyInfo("Tongs", typeof(Tongs), Tongs.GetSBPurchaseValue(), 50, 0xFBB, 0)); Add(new GenericBuyInfo("Smith's Hammer", typeof(SmithHammer), SmithHammer.GetSBPurchaseValue(), 50, 0x13E3, 0)); //Armor Add(new GenericBuyInfo("Ringmail Helm", typeof(RingmailHelm), RingmailHelm.GetSBPurchaseValue(), 25, 5131, 0)); Add(new GenericBuyInfo("Ringmail Gorget", typeof(RingmailGorget), RingmailGorget.GetSBPurchaseValue(), 25, 5078, 1812)); Add(new GenericBuyInfo("Ringmail Arms", typeof(RingmailArms), RingmailArms.GetSBPurchaseValue(), 25, 0x13EE, 0)); Add(new GenericBuyInfo("Ringmail Gloves", typeof(RingmailGloves), RingmailGloves.GetSBPurchaseValue(), 25, 0x13eb, 0)); Add(new GenericBuyInfo("Ringmail Chest", typeof(RingmailChest), RingmailChest.GetSBPurchaseValue(), 25, 0x13ec, 0)); Add(new GenericBuyInfo("Ringmail Legs", typeof(RingmailLegs), RingmailLegs.GetSBPurchaseValue(), 25, 0x13F0, 0)); Add(new GenericBuyInfo("Chainmail Coif", typeof(ChainmailCoif), ChainmailCoif.GetSBPurchaseValue(), 25, 0x13BB, 0)); Add(new GenericBuyInfo("Chainmail Gorget", typeof(ChainmailGorget), ChainmailGorget.GetSBPurchaseValue(), 25, 5063, 2500)); Add(new GenericBuyInfo("Chainmail Arms", typeof(ChainmailArms), ChainmailArms.GetSBPurchaseValue(), 25, 5103, 2500)); Add(new GenericBuyInfo("Chainmail Gloves", typeof(ChainmailGloves), ChainmailGloves.GetSBPurchaseValue(), 25, 5106, 2500)); Add(new GenericBuyInfo("Chainmail Chest", typeof(ChainmailChest), ChainmailChest.GetSBPurchaseValue(), 25, 0x13BF, 0)); Add(new GenericBuyInfo("Chainmail Legs", typeof(ChainmailLegs), ChainmailLegs.GetSBPurchaseValue(), 25, 0x13BE, 0)); Add(new GenericBuyInfo("Platemail Helm", typeof(PlateHelm), PlateHelm.GetSBPurchaseValue(), 25, 0x1412, 0)); Add(new GenericBuyInfo("Platemail Gorget", typeof(PlateGorget), PlateGorget.GetSBPurchaseValue(), 25, 0x1413, 0)); Add(new GenericBuyInfo("Platemail Arms", typeof(PlateArms), PlateArms.GetSBPurchaseValue(), 25, 0x1410, 0)); Add(new GenericBuyInfo("Platemail Gloves", typeof(PlateGloves), PlateGloves.GetSBPurchaseValue(), 25, 0x1414, 0)); Add(new GenericBuyInfo("Platemail PlateChest", typeof(PlateChest), PlateChest.GetSBPurchaseValue(), 25, 0x1415, 0)); Add(new GenericBuyInfo("Female Plate Chest", typeof(FemalePlateChest), FemalePlateChest.GetSBPurchaseValue(), 25, 7173, 0)); Add(new GenericBuyInfo("Platemail Legs", typeof(PlateLegs), PlateLegs.GetSBPurchaseValue(), 25, 0x1411, 0)); Add(new GenericBuyInfo("Bascinet", typeof(Bascinet), Bascinet.GetSBPurchaseValue(), 25, 5132, 0)); Add(new GenericBuyInfo("Close Helm", typeof(CloseHelm), CloseHelm.GetSBPurchaseValue(), 25, 5129, 0)); Add(new GenericBuyInfo("Norse Helm", typeof(NorseHelm), NorseHelm.GetSBPurchaseValue(), 25, 5135, 0)); Add(new GenericBuyInfo("Buckler", typeof(Buckler), Buckler.GetSBPurchaseValue(), 25, 0x1B73, 0)); Add(new GenericBuyInfo("Metal Shield", typeof(MetalShield), MetalShield.GetSBPurchaseValue(), 25, 0x1B7B, 0)); Add(new GenericBuyInfo("Bronze Shield", typeof(BronzeShield), BronzeShield.GetSBPurchaseValue(), 25, 0x1B72, 0)); Add(new GenericBuyInfo("Metal Kite Shield", typeof(MetalKiteShield), MetalKiteShield.GetSBPurchaseValue(), 25, 0x1B74, 0)); Add(new GenericBuyInfo("Heater Shield", typeof(HeaterShield), HeaterShield.GetSBPurchaseValue(), 25, 0x1B76, 0)); //Weapons Add(new GenericBuyInfo("Dagger", typeof(Dagger), Dagger.GetSBPurchaseValue(), 25, 0xF52, 0)); Add(new GenericBuyInfo("Kryss", typeof(Kryss), Kryss.GetSBPurchaseValue(), 25, 0x1401, 0)); Add(new GenericBuyInfo("War Fork", typeof(WarFork), WarFork.GetSBPurchaseValue(), 25, 0x1405, 0)); Add(new GenericBuyInfo("Short Spear", typeof(ShortSpear), ShortSpear.GetSBPurchaseValue(), 25, 0x1403, 0)); Add(new GenericBuyInfo("Pitchfork", typeof(Pitchfork), Pitchfork.GetSBPurchaseValue(), 25, 0xE87, 0)); Add(new GenericBuyInfo("Spear", typeof(Spear), Spear.GetSBPurchaseValue(), 25, 0xF62, 0)); Add(new GenericBuyInfo("Hammer Pick", typeof(HammerPick), HammerPick.GetSBPurchaseValue(), 25, 0x143D, 0)); Add(new GenericBuyInfo("War Axe", typeof(WarAxe), WarAxe.GetSBPurchaseValue(), 25, 0x13B0, 0)); Add(new GenericBuyInfo("Mace", typeof(Mace), Mace.GetSBPurchaseValue(), 25, 0xF5C, 0)); Add(new GenericBuyInfo("Maul", typeof(Maul), Maul.GetSBPurchaseValue(), 25, 0x143B, 0)); Add(new GenericBuyInfo("WarHammer", typeof(WarHammer), WarHammer.GetSBPurchaseValue(), 25, 0x1439, 0)); Add(new GenericBuyInfo("War Mace", typeof(WarMace), WarMace.GetSBPurchaseValue(), 25, 0x1407, 0)); Add(new GenericBuyInfo("Butcher Knife", typeof(ButcherKnife), ButcherKnife.GetSBPurchaseValue(), 25, 0x13F6, 0)); Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 25, 0xEC4, 0)); Add(new GenericBuyInfo("Cleaver", typeof(Cleaver), Cleaver.GetSBPurchaseValue(), 25, 0xEC3, 0)); Add(new GenericBuyInfo("Cutlass", typeof(Cutlass), Cutlass.GetSBPurchaseValue(), 25, 0x1441, 0)); Add(new GenericBuyInfo("Katana", typeof(Katana), Katana.GetSBPurchaseValue(), 25, 0x13FF, 0)); Add(new GenericBuyInfo("Scimitar", typeof(Scimitar), Scimitar.GetSBPurchaseValue(), 25, 0x13B6, 0)); Add(new GenericBuyInfo("Broadsword", typeof(Broadsword), Broadsword.GetSBPurchaseValue(), 25, 0xF5E, 0)); Add(new GenericBuyInfo("Longsword", typeof(Longsword), Longsword.GetSBPurchaseValue(), 25, 0xF61, 0)); Add(new GenericBuyInfo("Viking Sword", typeof(VikingSword), VikingSword.GetSBPurchaseValue(), 25, 0x13B9, 0)); Add(new GenericBuyInfo("Axe", typeof(Axe), Axe.GetSBPurchaseValue(), 25, 0xF49, 0)); Add(new GenericBuyInfo("Battle Axe", typeof(BattleAxe), BattleAxe.GetSBPurchaseValue(), 25, 0xF47, 0)); Add(new GenericBuyInfo("Double Axe", typeof(DoubleAxe), DoubleAxe.GetSBPurchaseValue(), 25, 0xF4B, 0)); Add(new GenericBuyInfo("Executioner's Axe", typeof(ExecutionersAxe), ExecutionersAxe.GetSBPurchaseValue(), 25, 0xF45, 0)); Add(new GenericBuyInfo("Large Battle Axe", typeof(LargeBattleAxe), LargeBattleAxe.GetSBPurchaseValue(), 25, 0x13FB, 0)); Add(new GenericBuyInfo("Two-Handed Axe", typeof(TwoHandedAxe), TwoHandedAxe.GetSBPurchaseValue(), 25, 0x1443, 0)); Add(new GenericBuyInfo("Bardiche", typeof(Bardiche), Bardiche.GetSBPurchaseValue(), 25, 0xF4D, 0)); Add(new GenericBuyInfo("Halberd", typeof(Halberd), Halberd.GetSBPurchaseValue(), 25, 0x143E, 0)); }
public InternalSellInfo() { //Tools Add(typeof(Tongs), Tongs.GetSBSellValue()); Add(typeof(SmithHammer), SmithHammer.GetSBSellValue()); //Armor Add(typeof(RingmailHelm), RingmailHelm.GetSBSellValue()); Add(typeof(RingmailGorget), RingmailGorget.GetSBSellValue()); Add(typeof(RingmailArms), RingmailArms.GetSBSellValue()); Add(typeof(RingmailGloves), RingmailGloves.GetSBSellValue()); Add(typeof(RingmailChest), RingmailChest.GetSBSellValue()); Add(typeof(RingmailLegs), RingmailLegs.GetSBSellValue()); Add(typeof(ChainmailCoif), ChainmailCoif.GetSBSellValue()); Add(typeof(ChainmailGorget), ChainmailGorget.GetSBSellValue()); Add(typeof(ChainmailArms), ChainmailArms.GetSBSellValue()); Add(typeof(ChainmailGloves), ChainmailGloves.GetSBSellValue()); Add(typeof(ChainmailChest), ChainmailChest.GetSBSellValue()); Add(typeof(ChainmailLegs), ChainmailLegs.GetSBSellValue()); Add(typeof(PlateHelm), PlateHelm.GetSBSellValue()); Add(typeof(PlateGorget), PlateGorget.GetSBSellValue()); Add(typeof(PlateArms), PlateArms.GetSBSellValue()); Add(typeof(PlateGloves), PlateGloves.GetSBSellValue()); Add(typeof(PlateChest), PlateChest.GetSBSellValue()); Add(typeof(FemalePlateChest), FemalePlateChest.GetSBSellValue()); Add(typeof(PlateLegs), PlateLegs.GetSBSellValue()); Add(typeof(Bascinet), Bascinet.GetSBSellValue()); Add(typeof(CloseHelm), CloseHelm.GetSBSellValue()); Add(typeof(NorseHelm), NorseHelm.GetSBSellValue()); Add(typeof(Buckler), Buckler.GetSBSellValue()); Add(typeof(MetalShield), MetalShield.GetSBSellValue()); Add(typeof(BronzeShield), BronzeShield.GetSBSellValue()); Add(typeof(MetalKiteShield), MetalKiteShield.GetSBSellValue()); Add(typeof(HeaterShield), HeaterShield.GetSBSellValue()); //Weapons Add(typeof(Dagger), Dagger.GetSBSellValue()); Add(typeof(Kryss), Kryss.GetSBSellValue()); Add(typeof(WarFork), WarFork.GetSBSellValue()); Add(typeof(ShortSpear), ShortSpear.GetSBSellValue()); Add(typeof(Pitchfork), Pitchfork.GetSBSellValue()); Add(typeof(Spear), Spear.GetSBSellValue()); Add(typeof(HammerPick), HammerPick.GetSBSellValue()); Add(typeof(WarAxe), WarAxe.GetSBSellValue()); Add(typeof(Mace), Mace.GetSBSellValue()); Add(typeof(Maul), Maul.GetSBSellValue()); Add(typeof(WarHammer), WarHammer.GetSBSellValue()); Add(typeof(WarMace), WarMace.GetSBSellValue()); Add(typeof(ButcherKnife), ButcherKnife.GetSBSellValue()); Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue()); Add(typeof(Cleaver), Cleaver.GetSBSellValue()); Add(typeof(Cutlass), Cutlass.GetSBSellValue()); Add(typeof(Katana), Katana.GetSBSellValue()); Add(typeof(Scimitar), Scimitar.GetSBSellValue()); Add(typeof(Broadsword), Broadsword.GetSBSellValue()); Add(typeof(Longsword), Longsword.GetSBSellValue()); Add(typeof(VikingSword), VikingSword.GetSBSellValue()); Add(typeof(Axe), Axe.GetSBSellValue()); Add(typeof(BattleAxe), BattleAxe.GetSBSellValue()); Add(typeof(DoubleAxe), DoubleAxe.GetSBSellValue()); Add(typeof(ExecutionersAxe), ExecutionersAxe.GetSBSellValue()); Add(typeof(LargeBattleAxe), LargeBattleAxe.GetSBSellValue()); Add(typeof(TwoHandedAxe), TwoHandedAxe.GetSBSellValue()); Add(typeof(Bardiche), Bardiche.GetSBSellValue()); Add(typeof(Halberd), Halberd.GetSBSellValue()); }
static void PlayerChooseLoadout() { Render code = new Render(); Program code1 = new Program(); code.RenderPlayerChoosing(1); string info2 = Console.ReadLine(); int playerInput; try { playerInput = Int32.Parse(info2); } catch { Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } switch (playerInput) { case 1: player1.classType = "Warrior"; Console.WriteLine("Warrior it is..."); break; case 2: player1.classType = "Mage"; Console.WriteLine("Mage it is..."); break; case 3: player1.classType = "Rogue"; Console.WriteLine("Rogue it is..."); break; default: Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(2); string info = Console.ReadLine(); try { playerInput = Int32.Parse(info); } catch { Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } int weaponLevel = GetRandom(1, 5); ItemFactory code3 = new ItemFactory(); switch (playerInput) { case 1: Broadsword PlayerWeapon = new Broadsword("", weaponLevel); player1.EntityWeapon = PlayerWeapon; Console.WriteLine("Broadsword it is..."); break; case 2: Mace PlayerWeapon2 = new Mace("", weaponLevel); player1.EntityWeapon = PlayerWeapon2; Console.WriteLine("Mace it is..."); break; case 3: Daggers PlayerWeapon3 = new Daggers("", weaponLevel); player1.EntityWeapon = PlayerWeapon3; Console.WriteLine("Twin Daggers it is..."); break; case 4: Axe PlayerWeapon4 = new Axe("", weaponLevel); player1.EntityWeapon = PlayerWeapon4; Console.WriteLine("War Axe it is..."); break; case 5: Weapon PlayerWeapon5 = code3.CreateRandomWeapon(weaponLevel); player1.EntityWeapon = PlayerWeapon5; Console.WriteLine(player1.EntityWeapon.name + " it is..."); break; default: Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(3); string info1 = Console.ReadLine(); try { playerInput = Int32.Parse(info1); } catch { Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } int armorLevel = GetRandom(1, 5); switch (playerInput) { case 1: Chainmail PlayerArmor = new Chainmail("", armorLevel); player1.EntityArmor = PlayerArmor; Console.WriteLine("Chainmail it is..."); break; case 2: Leather PlayerArmor2 = new Leather("", armorLevel); player1.EntityArmor = PlayerArmor2; Console.WriteLine("Thick Leather it is..."); break; case 3: Cloth PlayerArmor3 = new Cloth("", armorLevel); player1.EntityArmor = PlayerArmor3; Console.WriteLine("Sleek Silken Thinking Cloth... is that even armor?"); break; case 4: Plate PlayerArmor4 = new Plate("", armorLevel); player1.EntityArmor = PlayerArmor4; Console.WriteLine("Plate it is..."); break; case 5: Armor PlayerArmor5 = code3.CreateRandomArmor(armorLevel); player1.EntityArmor = PlayerArmor5; Console.WriteLine(player1.EntityArmor.name + " it is..."); break; default: Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(4); string info3 = Console.ReadLine(); try { playerInput = Int32.Parse(info3); } catch { Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } int potionLevel = GetRandom(1, 5); switch (playerInput) { case 1: Health_Potion playerPotion = new Health_Potion("Health_Potion", potionLevel); player1.entityPotions.Add(playerPotion); Console.WriteLine("Health Potion it is..."); break; case 2: Fire_Potion playerPotion1 = new Fire_Potion("Fire_Potion", potionLevel); player1.entityPotions.Add(playerPotion1); Console.WriteLine("Fire Potion it is..."); break; default: Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } while (player1.entityPotions.Count < 4) { Potion empty = new Potion("Empty_Potion", player1.entityPotions.Count + 1); player1.entityPotions.Add(empty); } ColorWriter(ConsoleColor.Gray, "ready yourself, Gladiator...\n"); Thread.Sleep(1000); int howManyMonsters = GetRandom(1, 5); MonsterIntro(player1, howManyMonsters); }
public EvilPaladin() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 400; Name = "Hinton"; Title = "The Evil Paladin"; Hue = 0; SetStr(200, 250); SetDex(100, 125); SetInt(180, 200); SetHits(1900, 2000); SetDamage(25, 28); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 75); SetResistance(ResistanceType.Fire, 60); SetResistance(ResistanceType.Cold, 60); SetResistance(ResistanceType.Poison, 60); SetResistance(ResistanceType.Energy, 60); SetSkill(SkillName.Wrestling, 100.0); SetSkill(SkillName.Swords, 120); SetSkill(SkillName.Anatomy, 120); SetSkill(SkillName.MagicResist, 90.1, 100.0); SetSkill(SkillName.Tactics, 90.1, 100.0); Fame = 10000; Karma = -10000; VirtualArmor = 45; Broadsword weapon = new Broadsword(); weapon.Hue = 2306; weapon.Movable = false; AddItem(weapon); PlateGorget gorget = new PlateGorget(); gorget.Hue = 2306; gorget.Movable = false; AddItem(gorget); MetalShield shield = new MetalShield(); shield.Hue = 2306; shield.Movable = false; AddItem(shield); PlateHelm helm = new PlateHelm(); helm.Hue = 2306; helm.Movable = false; AddItem(helm); PlateArms arms = new PlateArms(); arms.Hue = 2306; arms.Movable = false; AddItem(arms); PlateGloves gloves = new PlateGloves(); gloves.Hue = 2306; gloves.Movable = false; AddItem(gloves); PlateChest tunic = new PlateChest(); tunic.Hue = 2306; tunic.Movable = false; AddItem(tunic); PlateLegs legs = new PlateLegs(); legs.Hue = 2306; legs.Movable = false; AddItem(legs); AddItem(new Boots()); Hue = 2306; //PackGold( 3500,4000 ); PackItem(new LionsCourageMedallion()); }
private void AddEquipment(GuardType type) { AddItem(new Boots(Faction.primaryHue)); AddItem(new Cloak(Faction.primaryHue)); AddItem(new BodySash(Faction.primaryHue)); switch (type) { default: case GuardType.Archer: { AddItem(new LeatherLegs()); AddItem(new StuddedChest()); AddItem(new LeatherGloves()); AddItem(new LeatherArms()); Bow bow = new Bow(); bow.Quality = WeaponQuality.Exceptional; AddItem(bow); AddToBackpack(new Arrow(200)); } break; case GuardType.Cavalry: { AddItem(new PlateLegs()); AddItem(new RingmailChest()); AddItem(new FancyShirt()); AddItem(new PlateGorget()); AddItem(new RingmailGloves()); BaseWeapon weapon; if (Utility.RandomBool()) { weapon = new Halberd(); } else { weapon = new Bardiche(); } weapon.Quality = WeaponQuality.Exceptional; weapon.Resource = CraftResource.Gold; weapon.Speed += (Core.AOS ? 5 : -1); AddItem(weapon); } break; case GuardType.Pikeman: { AddItem(new RingmailLegs()); AddItem(new RingmailChest()); AddItem(new RingmailArms()); AddItem(new RingmailGloves()); AddItem(new PlateGorget()); if (Utility.RandomBool()) { AddItem(new CloseHelm()); } else { AddItem(new NorseHelm()); } AddItem(new Pike()); } break; case GuardType.Swordsman: { AddItem(new ChainLegs()); AddItem(new ChainChest()); AddItem(new RingmailArms()); AddItem(new RingmailGloves()); AddItem(new PlateGorget()); switch (Utility.Random(3)) { case 0: AddItem(new CloseHelm()); break; case 1: AddItem(new NorseHelm()); break; case 2: AddItem(new PlateHelm()); break; } BaseWeapon weapon; switch (Utility.Random(4)) { default: case 0: weapon = new Broadsword(); break; case 1: weapon = new Longsword(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Axe(); break; } weapon.Quality = WeaponQuality.Exceptional; weapon.Resource = CraftResource.Gold; weapon.Layer = Layer.OneHanded; AddItem(weapon); if (Utility.RandomBool()) { AddItem(new HeaterShield()); } else { AddItem(new MetalKiteShield()); } } break; case GuardType.Wizard: { AddItem(new WizardsHat(Faction.primaryHue)); AddItem(new Robe(Faction.primaryHue)); GnarledStaff staff = new GnarledStaff(); staff.Attributes.SpellDamage = Utility.RandomMinMax(4, 8); AddItem(staff); } break; case GuardType.Medic: { AddItem(new Bandana(Faction.primaryHue)); AddItem(new Robe(Faction.primaryHue)); } break; } }
public Mercenary() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { this.Title = "the Mercenary"; this.SpeechHue = Utility.RandomDyedHue(); this.Hue = Utility.RandomSkinHue(); this.Female = false; this.Body = 0x190; this.Name = NameList.RandomName("male"); Utility.AssignRandomHair(this); Utility.AssignRandomFacialHair(this, this.HairHue); this.AddItem(new ThighBoots(0x1BB)); this.AddItem(new LeatherChest()); this.AddItem(new LeatherArms()); this.AddItem(new LeatherLegs()); this.AddItem(new LeatherCap()); this.AddItem(new LeatherGloves()); this.AddItem(new LeatherGorget()); Item weapon; switch (Utility.Random(6)) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } weapon.Movable = false; this.AddItem(weapon); Item shield = new BronzeShield(); shield.Movable = false; this.AddItem(shield); this.SetStr(150); this.SetDex(100); this.SetInt(25); this.SetHits(150); this.SetDamage(8, 15); this.SetDamageType(ResistanceType.Physical, 100); this.SetResistance(ResistanceType.Physical, 50, 60); this.SetResistance(ResistanceType.Fire, 45, 55); this.SetResistance(ResistanceType.Cold, 50, 60); this.SetResistance(ResistanceType.Poison, 40, 50); this.SetResistance(ResistanceType.Energy, 45, 55); this.SetSkill(SkillName.MagicResist, 65.1, 80.0); this.SetSkill(SkillName.Anatomy, 65.1, 80.0); this.SetSkill(SkillName.Healing, 65.1, 80.0); this.SetSkill(SkillName.Swords, 65.1, 80.0); this.SetSkill(SkillName.Tactics, 65.1, 80.0); this.SetSkill(SkillName.Parry, 65.1, 80.0); this.Fame = 3000; this.Karma = 3000; this.VirtualArmor = 25; new InternalTimer(this).Start(); }
public PaladinOfPride() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 0x190; Name = "Frothos"; Title = "Master of Pride"; Hue = 0; SetStr(400, 450); SetDex(151, 165); SetInt(180, 200); SetHits(5000, 5500); SetDamage(25, 35); SetDamageType(ResistanceType.Physical, 100); SetDamageType(ResistanceType.Cold, 25); SetResistance(ResistanceType.Physical, 75); SetResistance(ResistanceType.Fire, 60); SetResistance(ResistanceType.Cold, 60); SetResistance(ResistanceType.Poison, 60); SetResistance(ResistanceType.Energy, 60); SetSkill(SkillName.Wrestling, 100.0); SetSkill(SkillName.Swords, 120.1, 130.0); SetSkill(SkillName.Anatomy, 120.1, 130.0); SetSkill(SkillName.MagicResist, 90.1, 100.0); SetSkill(SkillName.Tactics, 90.1, 100.0); Fame = 10000; Karma = -10000; VirtualArmor = 65; Broadsword weapon = new Broadsword(); weapon.Hue = 1153; weapon.Movable = false; AddItem(weapon); PlateGorget gorget = new PlateGorget(); gorget.Hue = 1153; gorget.Movable = false; AddItem(gorget); MetalShield shield = new MetalShield(); shield.Hue = 1153; shield.Movable = false; AddItem(shield); PlateHelm helm = new PlateHelm(); helm.Hue = 1153; helm.Movable = false; AddItem(helm); PlateArms arms = new PlateArms(); arms.Hue = 1153; arms.Movable = false; AddItem(arms); PlateGloves gloves = new PlateGloves(); gloves.Hue = 1153; gloves.Movable = false; AddItem(gloves); PlateChest tunic = new PlateChest(); tunic.Hue = 1153; tunic.Movable = false; AddItem(tunic); PlateLegs legs = new PlateLegs(); legs.Hue = 1153; legs.Movable = false; AddItem(legs); AddItem(new Boots()); Hue = 1153; PackGold(3500, 4000); PackItem(new PrideCrystal()); }
public ChaosDragoon() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.15, 0.4) { Name = "a chaos dragoon"; Body = 0x190; Hue = Utility.RandomSkinHue(); SetStr(176, 225); SetDex(81, 95); SetInt(61, 85); SetHits(176, 225); SetDamage(24, 26); SetDamageType(ResistanceType.Physical, 25); SetDamageType(ResistanceType.Fire, 25); SetDamageType(ResistanceType.Cold, 25); SetDamageType(ResistanceType.Energy, 25); SetSkill(SkillName.Fencing, 77.6, 92.5); SetSkill(SkillName.Healing, 60.3, 90.0); SetSkill(SkillName.Macing, 77.6, 92.5); SetSkill(SkillName.Anatomy, 77.6, 87.5); SetSkill(SkillName.MagicResist, 77.6, 97.5); SetSkill(SkillName.Swords, 77.6, 92.5); SetSkill(SkillName.Tactics, 77.6, 87.5); Fame = 5000; Karma = -5000; CraftResource res = CraftResource.None; switch (Utility.Random(6)) { case 0: res = CraftResource.BlackScales; break; case 1: res = CraftResource.RedScales; break; case 2: res = CraftResource.BlueScales; break; case 3: res = CraftResource.YellowScales; break; case 4: res = CraftResource.GreenScales; break; case 5: res = CraftResource.WhiteScales; break; } BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } AddItem(melee); DragonHelm helm = new DragonHelm(); helm.Resource = res; AddItem(helm); DragonChest chest = new DragonChest(); chest.Resource = res; AddItem(chest); DragonArms arms = new DragonArms(); arms.Resource = res; AddItem(arms); DragonGloves gloves = new DragonGloves(); gloves.Resource = res; AddItem(gloves); DragonLegs legs = new DragonLegs(); legs.Resource = res; AddItem(legs); ChaosShield shield = new ChaosShield(); AddItem(shield); AddItem(new Shirt()); AddItem(new Boots()); //AddItem(new Boots(0x455)); //AddItem(new Shirt(Utility.RandomMetalHue())); int amount = Utility.RandomMinMax(1, 3); switch (res) { case CraftResource.BlackScales: AddItem(new BlackScales(amount)); break; case CraftResource.RedScales: AddItem(new RedScales(amount)); break; case CraftResource.BlueScales: AddItem(new BlueScales(amount)); break; case CraftResource.YellowScales: AddItem(new YellowScales(amount)); break; case CraftResource.GreenScales: AddItem(new GreenScales(amount)); break; case CraftResource.WhiteScales: AddItem(new WhiteScales(amount)); break; } new SwampDragon().Rider = this; SetSpecialAbility(SpecialAbility.DragonBreath); }
public BaneChosenHoundMaster() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.15, 0.4) { Name = "a bane chosen hound master"; Body = 0x190; Hue = Utility.RandomSkinHue(); SetStr(176, 225); SetDex(81, 95); SetInt(61, 85); SetHits(376, 450); SetDamage(24, 26); SetDamageType(ResistanceType.Physical, 25); SetDamageType(ResistanceType.Fire, 25); SetDamageType(ResistanceType.Cold, 25); SetDamageType(ResistanceType.Energy, 25); SetResistance(ResistanceType.Physical, 45, 55); SetResistance(ResistanceType.Fire, 15, 25); SetResistance(ResistanceType.Cold, 50); SetResistance(ResistanceType.Poison, 25, 35); SetResistance(ResistanceType.Energy, 25, 35); SetSkill(SkillName.Fencing, 77.6, 92.5); SetSkill(SkillName.Healing, 60.3, 90.0); SetSkill(SkillName.Macing, 77.6, 92.5); SetSkill(SkillName.Anatomy, 77.6, 87.5); SetSkill(SkillName.MagicResist, 77.6, 97.5); SetSkill(SkillName.Swords, 77.6, 92.5); SetSkill(SkillName.Tactics, 77.6, 87.5); Fame = 5000; Karma = -5000; CraftResource res = CraftResource.BlackScales; BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } melee.Movable = false; AddItem(melee); DragonHelm helm = new DragonHelm(); helm.Resource = res; helm.Movable = false; AddItem(helm); DragonChest chest = new DragonChest(); chest.Resource = res; chest.Movable = false; AddItem(chest); DragonArms arms = new DragonArms(); arms.Resource = res; arms.Movable = false; AddItem(arms); DragonGloves gloves = new DragonGloves(); gloves.Resource = res; gloves.Movable = false; AddItem(gloves); DragonLegs legs = new DragonLegs(); legs.Resource = res; legs.Movable = false; AddItem(legs); ChaosShield shield = new ChaosShield(); shield.Movable = false; AddItem(shield); AddItem(new Shirt()); AddItem(new Boots()); }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static Item CreateMetalWeapon() { Item item = null; int nType = Utility.RandomMinMax(0, 41); switch (nType) { case 1: item = new Cutlass(); item.Name = "cutlass"; break; case 2: item = new Katana(); item.Name = "katana"; break; case 3: item = new Kryss(); item.Name = "kryss"; break; case 4: item = new Broadsword(); item.Name = "broadsword"; break; case 5: item = new Longsword(); item.Name = "longsword"; break; case 6: item = new ThinLongsword(); item.Name = "longsword"; break; case 7: item = new VikingSword(); item.Name = "barbarian sword"; break; case 8: item = new Scimitar(); item.Name = "scimitar"; break; case 9: item = new BoneHarvester(); item.Name = "sickle"; break; case 10: item = new CrescentBlade(); item.Name = "crescent blade"; break; case 11: item = new DoubleBladedStaff(); item.Name = "bladed staff"; break; case 12: item = new Lance(); item.Name = "lance"; break; case 13: item = new Pike(); item.Name = "pike"; break; case 14: item = new Scythe(); item.Name = "scythe"; break; case 15: item = new Dagger(); item.Name = "dagger"; break; case 16: item = new HammerPick(); item.Name = "hammer pick"; break; case 17: item = new Mace(); item.Name = "mace"; break; case 18: item = new Maul(); item.Name = "maul"; break; case 19: item = new WarHammer(); item.Name = "war hammer"; break; case 20: item = new WarMace(); item.Name = "war mace"; break; case 21: item = new ExecutionersAxe(); item.Name = "great axe"; break; case 22: item = new BattleAxe(); item.Name = "battle axe"; break; case 23: item = new TwoHandedAxe(); item.Name = "two-handed axe"; break; case 24: item = new Axe(); item.Name = "axe"; break; case 25: item = new DoubleAxe(); item.Name = "double axe"; break; case 26: item = new RoyalSword(); item.Name = "royal sword"; break; case 27: item = new LargeBattleAxe(); item.Name = "large battle axe"; break; case 28: item = new WarAxe(); item.Name = "war axe"; break; case 29: item = new Bardiche(); item.Name = "bardiche"; break; case 30: item = new Halberd(); item.Name = "halberd"; break; case 31: item = new Pitchfork(); item.Name = "trident"; break; case 32: item = new ShortSpear(); item.Name = "short spear"; break; case 33: item = new Spear(); item.Name = "spear"; break; case 34: item = new NoDachi(); item.Name = "no dachi"; break; case 35: item = new Wakizashi(); item.Name = "wakizashi"; break; case 36: item = new Tetsubo(); item.Name = "tetsubo"; break; case 37: item = new Lajatang(); item.Name = "lajatang"; break; case 38: item = new Daisho(); item.Name = "daisho"; break; case 39: item = new Tekagi(); item.Name = "tekagi"; break; case 40: item = new Kama(); item.Name = "kama"; break; case 41: item = new Sai(); item.Name = "sai"; break; } return(item); }
public override bool OnDragDrop(Mobile from, Item dropped) { PlayerMobile player = from as PlayerMobile; if (player != null) { QuestSystem qs = player.Quest; if (qs is UzeraanTurmoilQuest) { if (dropped is UzeraanTurmoilHorn) { if (player.Young) { UzeraanTurmoilHorn horn = (UzeraanTurmoilHorn)dropped; if (horn.Charges < 10) { this.SayTo(from, 1049384); // I have recharged the item for you. horn.Charges = 10; } else { this.SayTo(from, 1049385); // That doesn't need recharging yet. } } else { player.SendLocalizedMessage(1114333); //You must be young to have this item recharged. } return(false); } if (dropped is SchmendrickScrollOfPower) { QuestObjective obj = qs.FindObjective(typeof(ReturnScrollOfPowerObjective)); if (obj != null && !obj.Completed) { Container cont = GetNewContainer(); cont.DropItem(new TreasureMap(player.Young ? 0 : 1, Map.Trammel)); cont.DropItem(new Shovel()); cont.DropItem(new UzeraanTurmoilHorn()); if (!player.PlaceInBackpack(cont)) { cont.Delete(); player.SendLocalizedMessage(1046260); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return(false); } else { dropped.Delete(); obj.Complete(); return(true); } } } else if (dropped is QuestFertileDirt) { QuestObjective obj = qs.FindObjective(typeof(ReturnFertileDirtObjective)); if (obj != null && !obj.Completed) { Container cont = GetNewContainer(); if (player.Profession == 2) // magician { cont.DropItem(new BlackPearl(20)); cont.DropItem(new Bloodmoss(20)); cont.DropItem(new Garlic(20)); cont.DropItem(new Ginseng(20)); cont.DropItem(new MandrakeRoot(20)); cont.DropItem(new Nightshade(20)); cont.DropItem(new SulfurousAsh(20)); cont.DropItem(new SpidersSilk(20)); for (int i = 0; i < 3; i++) { cont.DropItem(Loot.RandomScroll(0, 23, SpellbookType.Regular)); } } else { cont.DropItem(new Gold(300)); cont.DropItem(new Bandage(25)); for (int i = 0; i < 5; i++) { cont.DropItem(new LesserHealPotion()); } } if (!player.PlaceInBackpack(cont)) { cont.Delete(); player.SendLocalizedMessage(1046260); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return(false); } else { dropped.Delete(); obj.Complete(); return(true); } } } else if (dropped is QuestDaemonBlood) { QuestObjective obj = qs.FindObjective(typeof(ReturnDaemonBloodObjective)); if (obj != null && !obj.Completed) { Item reward; if (player.Profession == 2) // magician { Container cont = GetNewContainer(); cont.DropItem(new ExplosionScroll(4)); cont.DropItem(new MagicWizardsHat()); reward = cont; } else { BaseWeapon weapon; switch (Utility.Random(6)) { case 0: weapon = new Broadsword(); break; case 1: weapon = new Cutlass(); break; case 2: weapon = new Katana(); break; case 3: weapon = new Longsword(); break; case 4: weapon = new Scimitar(); break; default: weapon = new VikingSword(); break; } if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(weapon, 3, 20, 40); } else { weapon.DamageLevel = (WeaponDamageLevel)BaseCreature.RandomMinMaxScaled(2, 4); weapon.AccuracyLevel = (WeaponAccuracyLevel)BaseCreature.RandomMinMaxScaled(2, 4); weapon.DurabilityLevel = (WeaponDurabilityLevel)BaseCreature.RandomMinMaxScaled(2, 4); } weapon.Slayer = SlayerName.Silver; reward = weapon; } if (!player.PlaceInBackpack(reward)) { reward.Delete(); player.SendLocalizedMessage(1046260); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return(false); } else { dropped.Delete(); obj.Complete(); return(true); } } } else if (dropped is QuestDaemonBone) { QuestObjective obj = qs.FindObjective(typeof(ReturnDaemonBoneObjective)); if (obj != null && !obj.Completed) { Container cont = GetNewContainer(); cont.DropItem(new BankCheck(2000)); cont.DropItem(new EnchantedSextant()); if (!player.PlaceInBackpack(cont)) { cont.Delete(); player.SendLocalizedMessage(1046260); // You need to clear some space in your inventory to continue with the quest. Come back here when you have more space in your inventory. return(false); } else { dropped.Delete(); obj.Complete(); return(true); } } } } } return(base.OnDragDrop(from, dropped)); }
public ElvenBladeMaster() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("elfmale"); Title = "the Blade Master"; SpeechHue = Utility.RandomDyedHue(); Hue = 349; Body = 0x190; Level = 10; NameHue = 2454; new Horse().Rider = this; LongHair hair = new LongHair(Utility.RandomNeutralHue()); hair.Movable = false; AddItem(hair); ChainChest chest = new ChainChest(); chest.Hue = 0x9C4; chest.Movable = false; AddItem(chest); RingmailArms arms = new RingmailArms(); arms.Hue = 0x9C4; arms.Movable = false; AddItem(arms); RingmailGloves gloves = new RingmailGloves(); gloves.Hue = 0x9C4; gloves.Movable = false; AddItem(gloves); ChainLegs legs = new ChainLegs(); legs.Hue = 0x9C4; legs.Movable = false; AddItem(legs); Cloak cloak = new Cloak(); cloak.Hue = 0xA17; cloak.Movable = false; AddItem(cloak); OrderShield shield = new OrderShield(); shield.Hue = 0x9C4; shield.Movable = false; AddItem(shield); Boots boots = new Boots(); boots.Hue = 0xA17; boots.Movable = false; AddItem(boots); PackGold(10, 17); SetSkill(SkillName.MagicResist, 80.0, 99.5); SetSkill(SkillName.Swords, 90.0, 102.5); SetSkill(SkillName.Tactics, 85.0, 97.5); SetSkill(SkillName.Wrestling, 65.0, 77.5); SetResistance(ResistanceType.Physical, 10, 25); SetResistance(ResistanceType.Fire, 10, 25); SetResistance(ResistanceType.Energy, 10, 25); SetResistance(ResistanceType.Cold, 10, 25); SetResistance(ResistanceType.Poison, 20, 30); SetStr(316, 370); SetDex(351, 415); SetInt(141, 165); SetHits(420, 483); SetDamage(11, 17); Karma = 5000; Fame = 5000; switch (Utility.Random(4)) { case 0: Scimitar scim = new Scimitar(); scim.Movable = false; AddItem(scim); break; case 1: Longsword lsword = new Longsword(); lsword.Movable = false; AddItem(lsword); break; case 2: Broadsword bsword = new Broadsword(); bsword.Movable = false; AddItem(bsword); break; case 3: Cutlass cl = new Cutlass(); cl.Movable = false; AddItem(cl); break; } }
public ChaosDragoonElite() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.15, 0.4) { this.Name = "a chaos dragoon elite"; this.Body = 0x190; this.Hue = Utility.RandomSkinHue(); this.SetStr(276, 350); this.SetDex(66, 90); this.SetInt(126, 150); this.SetHits(276, 350); this.SetDamage(29, 34); this.SetDamageType(ResistanceType.Physical, 100); /*SetResistance(ResistanceType.Physical, 45, 55); * SetResistance(ResistanceType.Fire, 15, 25); * SetResistance(ResistanceType.Cold, 50); * SetResistance(ResistanceType.Poison, 25, 35); * SetResistance(ResistanceType.Energy, 25, 35);*/ this.SetSkill(SkillName.Tactics, 80.1, 100.0); this.SetSkill(SkillName.MagicResist, 100.1, 110.0); this.SetSkill(SkillName.Anatomy, 80.1, 100.0); this.SetSkill(SkillName.Magery, 85.1, 100.0); this.SetSkill(SkillName.EvalInt, 85.1, 100.0); this.SetSkill(SkillName.Swords, 72.5, 95.0); this.SetSkill(SkillName.Fencing, 85.1, 100); this.SetSkill(SkillName.Macing, 85.1, 100); this.Fame = 8000; this.Karma = -8000; CraftResource res = CraftResource.None; switch (Utility.Random(6)) { case 0: res = CraftResource.BlackScales; break; case 1: res = CraftResource.RedScales; break; case 2: res = CraftResource.BlueScales; break; case 3: res = CraftResource.YellowScales; break; case 4: res = CraftResource.GreenScales; break; case 5: res = CraftResource.WhiteScales; break; } BaseWeapon melee = null; switch (Utility.Random(3)) { case 0: melee = new Kryss(); break; case 1: melee = new Broadsword(); break; case 2: melee = new Katana(); break; } melee.Movable = false; this.AddItem(melee); DragonChest Tunic = new DragonChest(); Tunic.Resource = res; Tunic.Movable = false; this.AddItem(Tunic); DragonLegs Legs = new DragonLegs(); Legs.Resource = res; Legs.Movable = false; this.AddItem(Legs); DragonArms Arms = new DragonArms(); Arms.Resource = res; Arms.Movable = false; this.AddItem(Arms); DragonGloves Gloves = new DragonGloves(); Gloves.Resource = res; Gloves.Movable = false; this.AddItem(Gloves); DragonHelm Helm = new DragonHelm(); Helm.Resource = res; Helm.Movable = false; this.AddItem(Helm); ChaosShield shield = new ChaosShield(); shield.Movable = false; this.AddItem(shield); this.AddItem(new Boots(0x455)); this.AddItem(new Shirt(Utility.RandomMetalHue())); int amount = Utility.RandomMinMax(1, 3); switch (res) { case CraftResource.BlackScales: this.AddItem(new BlackScales(amount)); break; case CraftResource.RedScales: this.AddItem(new RedScales(amount)); break; case CraftResource.BlueScales: this.AddItem(new BlueScales(amount)); break; case CraftResource.YellowScales: this.AddItem(new YellowScales(amount)); break; case CraftResource.GreenScales: this.AddItem(new GreenScales(amount)); break; case CraftResource.WhiteScales: this.AddItem(new WhiteScales(amount)); break; } switch (Utility.Random(9)) { case 0: res = CraftResource.DullCopper; break; case 1: res = CraftResource.ShadowIron; break; case 2: res = CraftResource.Copper; break; case 3: res = CraftResource.Bronze; break; case 4: res = CraftResource.Gold; break; case 5: res = CraftResource.Agapite; break; case 6: res = CraftResource.Verite; break; case 7: res = CraftResource.Valorite; break; case 8: res = CraftResource.Iron; break; } SwampDragon mt = new SwampDragon(); mt.HasBarding = true; mt.BardingResource = res; mt.BardingHP = mt.BardingMaxHP; mt.Rider = this; }
public override void OnAfterSpawn() { base.OnAfterSpawn(); Region reg = Region.Find(this.Location, this.Map); string World = Server.Misc.Worlds.GetMyWorld(this.Map, this.Location, this.X, this.Y); int clothColor = 0; int shieldType = 0; int helmType = 0; int cloakColor = 0; Item weapon = new VikingSword(); weapon.Delete(); if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Whisper") { clothColor = 0x96D; shieldType = 0x1B72; helmType = 0x140E; cloakColor = 0x972; weapon = new Longsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Glacial Hills") { clothColor = 0x482; shieldType = 0x1B74; helmType = 0x1412; cloakColor = 0x542; weapon = new Kryss(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Springvale") { clothColor = 0x595; shieldType = 0; helmType = 0x140E; cloakColor = 0x593; weapon = new Pike(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Elidor") { clothColor = 0x665; shieldType = 0x1B7B; helmType = 0x1412; cloakColor = 0x664; weapon = new Katana(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Islegem") { clothColor = 0x7D1; shieldType = 0; helmType = 0x140E; cloakColor = 0x7D6; weapon = new Spear(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Greensky Village") { clothColor = 0x7D7; shieldType = 0; helmType = 0x1412; cloakColor = 0x7DA; weapon = new Bardiche(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Dusk") { clothColor = 0x601; shieldType = 0x1B76; helmType = 0x140E; cloakColor = 0x600; weapon = new Cutlass(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Starguide") { clothColor = 0x751; shieldType = 0; helmType = 0x1412; cloakColor = 0x758; weapon = new BladedStaff(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Portshine") { clothColor = 0x847; shieldType = 0x1B7A; helmType = 0x140E; cloakColor = 0x851; weapon = new Mace(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Ranger Outpost") { clothColor = 0x598; shieldType = 0; helmType = 0x140E; cloakColor = 0x83F; weapon = new Spear(); } else if (World == "the Land of Lodoria") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Castle of Knowledge" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria City Park" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria Cemetery" ) { clothColor = 0x6E4; shieldType = 0x1BC4; helmType = 0x1412; cloakColor = 0x6E7; weapon = new Scimitar(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Lunar City of Dawn") { clothColor = 0x9C4; shieldType = 0x1B76; helmType = 0x140E; cloakColor = 0x9C4; weapon = new DiamondMace(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Town of Devil Guard" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Farmland of Devil Guard") { clothColor = 0x430; shieldType = 0; helmType = 0x140E; cloakColor = 0; weapon = new LargeBattleAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Moon") { clothColor = 0x8AF; shieldType = 0x1B72; helmType = 0x1412; cloakColor = 0x972; weapon = new Longsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Grey") { clothColor = 0; shieldType = 0; helmType = 0x140E; cloakColor = 0x763; weapon = new Halberd(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Montor") { clothColor = 0x96F; shieldType = 0x1B74; helmType = 0x1412; cloakColor = 0x529; weapon = new Broadsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Fawn") { clothColor = 0x59D; shieldType = 0; helmType = 0x140E; cloakColor = 0x59C; weapon = new DoubleAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Yew") { clothColor = 0x83C; shieldType = 0; helmType = 0x1412; cloakColor = 0x850; weapon = new Spear(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Iceclad Fisherman's Village" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Mountain Crest" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Glacial Coast Village") { clothColor = 0x482; shieldType = 0; helmType = 0x140E; cloakColor = 0x47E; weapon = new Bardiche(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Undercity of Umbra") { clothColor = 0x964; shieldType = 0x1BC3; helmType = 0x140E; cloakColor = 0x966; weapon = new BoneHarvester(); } else if (World == "the Island of Umber Veil") { clothColor = 0xA5D; shieldType = 0; helmType = 0x140E; cloakColor = 0x96D; weapon = new Halberd(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Kuldara") { clothColor = 0x965; shieldType = 0x1BC3; helmType = 0x140E; cloakColor = 0x845; weapon = new Maul(); } else if (World == "the Isles of Dread") { clothColor = 0x978; shieldType = 0; helmType = 0x2645; cloakColor = 0x973; weapon = new OrnateAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Barako") { clothColor = 0x515; shieldType = 0x1B72; helmType = 0x2645; cloakColor = 0x58D; weapon = new WarMace(); } else if (World == "the Savaged Empire") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Kurak" ) { clothColor = 0x515; shieldType = 0; helmType = 0x140E; cloakColor = 0x59D; weapon = new Spear(); } else if (World == "the Serpent Island") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Furnace" ) { clothColor = 0x515; shieldType = 0; helmType = 0x2FBB; cloakColor = 0; weapon = new Halberd(); } else // if ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Britain" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Castle Grounds" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "Lord British Castle" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Dungeons" ) { clothColor = 0x9C4; shieldType = 0x1BC4; helmType = 0x140E; cloakColor = 0x845; weapon = new VikingSword(); } weapon.Movable = false; ((BaseWeapon)weapon).MaxHitPoints = 1000; ((BaseWeapon)weapon).HitPoints = 1000; ((BaseWeapon)weapon).MinDamage = 500; ((BaseWeapon)weapon).MaxDamage = 900; AddItem(weapon); AddItem(new PlateChest()); if (World == "the Serpent Island") { AddItem(new RingmailArms()); } else { AddItem(new PlateArms()); } // FOR GARGOYLES AddItem(new PlateLegs()); AddItem(new PlateGorget()); AddItem(new PlateGloves()); AddItem(new Boots( )); if (helmType > 0) { PlateHelm helm = new PlateHelm(); helm.ItemID = helmType; helm.Name = "helm"; AddItem(helm); } if (shieldType > 0) { ChaosShield shield = new ChaosShield(); shield.ItemID = shieldType; shield.Name = "shield"; AddItem(shield); } MorphingTime.ColorMyClothes(this, clothColor); if (cloakColor > 0) { Cloak cloak = new Cloak(); cloak.Hue = cloakColor; AddItem(cloak); } Server.Misc.MorphingTime.CheckMorph(this); }
public static void MimicThem(BaseCreature from, Mobile targ, bool allowskillchanges, bool allowAIchanges) { if (targ == null) { return; } if (from.BodyMod == 0) { from.BodyMod = targ.Body; from.Hue = targ.Hue; from.NameMod = targ.Name; from.Title = targ.Title; from.HairItemID = targ.HairItemID; from.FacialHairItemID = targ.FacialHairItemID; from.VirtualArmor = targ.VirtualArmor; foreach (Item item in targ.Items) { if (item.Layer != Layer.Backpack && item.Layer != Layer.Mount) { /* * We don't dupe armor because the creatures base seed stacks with armor * By duping a high resistance player we shoot the creature up into the 100's in res * Imagine being the player facing your 400+ HP creature and EVERY attack & spell only deals 1 damage to them. */ if (item is BaseShield) { Buckler shieldtomake = new Buckler(); shieldtomake.PoisonBonus = 0; shieldtomake.ItemID = item.ItemID; shieldtomake.Hue = item.Hue; shieldtomake.Layer = item.Layer; shieldtomake.Movable = false; shieldtomake.Name = item.Name; from.EquipItem(shieldtomake); } else if (item is BaseWeapon) { Broadsword weapontomake = new Broadsword(); weapontomake.ItemID = item.ItemID; weapontomake.Hue = item.Hue; weapontomake.Layer = item.Layer; weapontomake.Movable = false; weapontomake.Name = item.Name; BaseWeapon weapon = item as BaseWeapon; weapontomake.Animation = weapon.Animation; weapontomake.HitSound = weapon.HitSound; weapontomake.MissSound = weapon.MissSound; weapontomake.MinDamage = weapon.MinDamage; weapontomake.MaxDamage = weapon.MaxDamage; weapontomake.Speed = weapon.Speed; from.EquipItem(weapontomake); } else { Item itemtomake = new Item(item.ItemID); itemtomake.Hue = item.Hue; itemtomake.Layer = item.Layer; itemtomake.Movable = false; itemtomake.Name = item.Name; from.EquipItem(itemtomake); } } } /* * Duping skills can mess up the AI. * What good is trying to melee when you have 0 tactics? * On the other side, What good is stopping it's attack to try and cast something it can't do? * The bool allows you to use it as a staff command or spell or make clone creatures that don't run around with the same exact skills as the others. */ if (allowskillchanges) { for (int i = 0; i < targ.Skills.Length && i < from.Skills.Length; i++) { from.Skills[i].Base = targ.Skills[i].Base; } } } else { from.BodyMod = 0; from.Hue = 0; from.NameMod = null; from.Title = null; from.HairItemID = 0; from.FacialHairItemID = 0; from.VirtualArmor = 0; List <Item> list = new List <Item>(from.Items); foreach (Item item in list) { if (item != null) { item.Delete(); } } if (allowskillchanges) { for (int i = 0; i < targ.Skills.Length; ++i) { from.Skills[i].Base = 50.0; } } } return; }
public Vampire() : base(AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4) { Hue = 0x497; Body = 0x190; Name = "Vampire"; SetStr(450); SetDex(200, 300); SetInt(150, 200); SetHits(200, 300); SetStam(200, 300); SetMana(150, 200); SetDamage(10, 20); SetSkill(SkillName.Parry, 75.0, 80.0); SetSkill(SkillName.Poisoning, 90.0, 100.0); SetSkill(SkillName.MagicResist, 75.0, 88.0); SetSkill(SkillName.Swords, 75.0, 85.0); SetSkill(SkillName.Tactics, 80.0, 90.0); SetSkill(SkillName.Wrestling, 67.0, 80.0); SetSkill(SkillName.Magery, 65.0, 80.0); SetSkill(SkillName.EvalInt, 75.0, 85.0); Fame = 4000; Karma = -4000; VirtualArmor = 20; Item temp = new PlateGloves { Movable = false, Hue = 0x0590, Name = "Vampire Plate Gauntlets" }; AddItem(temp); temp = new PlateArms { Hue = 0x0845, Movable = false, Name = "Vampire Plate Arms" }; AddItem(temp); temp = new PlateGorget { Movable = false, Hue = 0x0590, Name = "Vampire Plate Gorget" }; AddItem(temp); temp = new PlateLegs { Movable = false, Hue = 0x0590, Name = "Vampire Plate Legs" }; AddItem(temp); temp = new PlateChest { Movable = false, Hue = 0x0590, Name = "Vampire Plate Chest" }; AddItem(temp); temp = new Cloak(0x1) { Movable = false }; AddItem(temp); HairItemID = 8252; HairHue = Utility.RandomHairHue(); BaseSword twep; switch (Utility.Random(8)) { case 0: twep = new Broadsword(); break; case 1: twep = new Cutlass(); break; case 2: twep = new Scimitar(); break; case 3: twep = new Katana(); break; case 4: twep = new Kryss(); break; case 5: twep = new Longsword(); break; case 6: twep = new ThinLongsword(); break; default: twep = new VikingSword(); break; } switch (Utility.Random(3)) { case 0: twep.DamageLevel = WeaponDamageLevel.Ruin; break; case 1: twep.DamageLevel = WeaponDamageLevel.Might; break; case 2: twep.DamageLevel = WeaponDamageLevel.Force; break; } AddItem(twep); }