///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static Item CreateWoodItem() { Item item = null; int nType = Utility.RandomMinMax(0, 15); switch (nType) { case 0: item = new QuarterStaff(); item.Name = "staff"; break; case 3: item = new Club(); item.Name = "club"; break; case 4: item = new GnarledStaff(); item.Name = "staff"; break; case 5: item = new ShepherdsCrook(); item.Name = "crook"; break; case 6: case 7: case 8: case 9: item = CreateWoodenArmor(); break; case 10: case 11: case 12: case 13: item = CreateBowItem(); break; case 14: item = new Nunchaku(); item.Name = "nunchaku"; break; case 15: item = new Bokuto(); item.Name = "bokuto"; break; } return(item); }
public InternalBuyInfo() { Add(new GenericBuyInfo("Hatchet", typeof(Hatchet), Hatchet.GetSBPurchaseValue(), 50, 0xF43, 0)); Add(new GenericBuyInfo("Saw", typeof(Saw), Saw.GetSBPurchaseValue(), 50, 0x1034, 0)); Add(new GenericBuyInfo("Club", typeof(Club), Club.GetSBPurchaseValue(), 25, 0x13B4, 0)); Add(new GenericBuyInfo("Shepherd's Crook", typeof(ShepherdsCrook), ShepherdsCrook.GetSBPurchaseValue(), 25, 0xE81, 0)); Add(new GenericBuyInfo("Quarter Staff", typeof(QuarterStaff), QuarterStaff.GetSBPurchaseValue(), 25, 0xE89, 0)); Add(new GenericBuyInfo("Gnarled Staff", typeof(GnarledStaff), GnarledStaff.GetSBPurchaseValue(), 25, 0x13F8, 0)); Add(new GenericBuyInfo("Black Staff", typeof(BlackStaff), BlackStaff.GetSBPurchaseValue(), 25, 0xDF0, 0)); Add(new GenericBuyInfo("Wooden Shield", typeof(WoodenShield), WoodenShield.GetSBPurchaseValue(), 25, 7034, 0)); Add(new GenericBuyInfo("Wooden Kite Shield", typeof(WoodenKiteShield), WoodenKiteShield.GetSBPurchaseValue(), 25, 7033, 0)); Add(new GenericBuyInfo("Lute", typeof(Lute), Lute.GetSBPurchaseValue(), 50, 0x0EB3, 0)); Add(new GenericBuyInfo("Drums", typeof(Drums), Drums.GetSBPurchaseValue(), 50, 0x0E9C, 0)); Add(new GenericBuyInfo("Harp", typeof(Harp), Harp.GetSBPurchaseValue(), 50, 0x0EB1, 0)); Add(new GenericBuyInfo("Tambourine", typeof(Tambourine), Tambourine.GetSBPurchaseValue(), 50, 0x0E9E, 0)); Add(new GenericBuyInfo("Scorp", typeof(Scorp), Scorp.GetSBPurchaseValue(), 50, 0x10E7, 0)); Add(new GenericBuyInfo("Smoothing Plane", typeof(SmoothingPlane), SmoothingPlane.GetSBPurchaseValue(), 50, 0x1032, 0)); Add(new GenericBuyInfo("Drawing Knife", typeof(DrawKnife), DrawKnife.GetSBPurchaseValue(), 50, 0x10E4, 0)); Add(new GenericBuyInfo("Froe", typeof(Froe), Froe.GetSBPurchaseValue(), 50, 0x10E5, 0)); Add(new GenericBuyInfo("Hammer", typeof(Hammer), Hammer.GetSBPurchaseValue(), 50, 0x102A, 0)); Add(new GenericBuyInfo("Inshave", typeof(Inshave), Inshave.GetSBPurchaseValue(), 50, 0x10E6, 0)); Add(new GenericBuyInfo("Jointing Plane", typeof(JointingPlane), JointingPlane.GetSBPurchaseValue(), 50, 0x1030, 0)); Add(new GenericBuyInfo("Wooden Plane", typeof(WoodenPlane), WoodenPlane.GetSBPurchaseValue(), 50, 0x102C, 0)); Add(new GenericBuyInfo("Dovetail Saw", typeof(DovetailSaw), DovetailSaw.GetSBPurchaseValue(), 50, 0x1028, 0)); }
public BarbarianShaman() : base(AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4) { int hairHue = Utility.RandomHairHue(); Hue = Utility.RandomSkinHue(); Body = 0x190; Name = "Barbarian Shaman"; AddItem(new LongHair(hairHue)); AddItem(new ShortBeard(hairHue)); Item temp; temp = new ThighBoots(); temp.Hue = 0x01bb; temp.Movable = false; AddItem(temp); temp = new Kilt(); temp.Hue = 0x01bb; temp.Movable = false; AddItem(temp); temp = new BodySash(); temp.Hue = 0x01bb; temp.Movable = false; AddItem(temp); temp = new GnarledStaff(); temp.Movable = false; AddItem(temp); SetStr(100, 150); SetDex(81, 95); SetInt(20, 30); SetHits(150, 200); SetStam(81, 95); SetMana(100); SetDamage(20, 25); SetSkill(SkillName.Magery, 60.0, 75.0); SetSkill(SkillName.Parry, 75.0, 100.0); SetSkill(SkillName.MagicResist, 40.0, 55.0); SetSkill(SkillName.Macing, 100.0); SetSkill(SkillName.Tactics, 80.0, 95.0); SetSkill(SkillName.Wrestling, 80.0, 95.0); Fame = Utility.RandomMinMax(3500, 5000); Karma = Utility.RandomMinMax(-4000, -6000); VirtualArmor = 20; if (Utility.RandomDouble() <= 0.7) { Spellbook book = new Spellbook(); book.Content = ulong.MaxValue; book.LootType = LootType.Regular; AddItem(book); } }
public BloodStoneWitch() : base(AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("female"); Title = "the Blood Stone Witch"; Body = 0x0191; Hue = 0x0493; Female = true; SetStr(100, 150); SetDex(100, 150); SetInt(200); SetHits(100, 150); SetStam(100, 150); SetMana(200); SetDamage(30, 40); AddItem(new LongHair(1)); Item temp; temp = new FancyShirt(0); temp.Movable = false; AddItem(temp); temp = new Skirt(1); temp.Movable = false; AddItem(temp); temp = new WizardsHat(1); temp.Movable = false; AddItem(temp); temp = new ThighBoots(1); temp.Movable = false; AddItem(temp); temp = new GnarledStaff(); AddItem(temp); //PackGold(100, 200); SetSkill(SkillName.MagicResist, 80.0, 90.0); SetSkill(SkillName.Magery, 100.0, 150.0); SetSkill(SkillName.Macing, 55.0, 75.0); SetSkill(SkillName.Tactics, 70.0, 90.0); SetSkill(SkillName.Wrestling, 40.0, 55.0); Fame = Utility.RandomMinMax(2000, 4000); Karma = Utility.RandomMinMax(-3000, -5000); VirtualArmor = 45; PackItem(new Sandals()); }
public InternalSellInfo() { Add(typeof(Hatchet), Hatchet.GetSBSellValue()); Add(typeof(Saw), Saw.GetSBSellValue()); Add(typeof(Scorp), Scorp.GetSBSellValue()); Add(typeof(SmoothingPlane), SmoothingPlane.GetSBSellValue()); Add(typeof(DrawKnife), DrawKnife.GetSBSellValue()); Add(typeof(Froe), Froe.GetSBSellValue()); Add(typeof(Hammer), Hammer.GetSBSellValue()); Add(typeof(Inshave), Inshave.GetSBSellValue()); Add(typeof(JointingPlane), JointingPlane.GetSBSellValue()); Add(typeof(WoodenPlane), WoodenPlane.GetSBSellValue()); Add(typeof(DovetailSaw), DovetailSaw.GetSBSellValue()); Add(typeof(Lute), Lute.GetSBSellValue()); Add(typeof(Drums), Drums.GetSBSellValue()); Add(typeof(Harp), Harp.GetSBSellValue()); Add(typeof(Tambourine), Tambourine.GetSBSellValue()); Add(typeof(Club), Club.GetSBSellValue()); Add(typeof(ShepherdsCrook), ShepherdsCrook.GetSBSellValue()); Add(typeof(QuarterStaff), QuarterStaff.GetSBSellValue()); Add(typeof(GnarledStaff), GnarledStaff.GetSBSellValue()); Add(typeof(BlackStaff), BlackStaff.GetSBSellValue()); Add(typeof(WoodenShield), WoodenShield.GetSBSellValue()); Add(typeof(WoodenKiteShield), WoodenKiteShield.GetSBSellValue()); /* * Add( typeof( WoodenBox ), 7 ); * Add( typeof( SmallCrate ), 5 ); * Add( typeof( MediumCrate ), 6 ); * Add( typeof( LargeCrate ), 7 ); * Add( typeof( WoodenChest ), 15 ); * * Add( typeof( LargeTable ), 10 ); * Add( typeof( Nightstand ), 7 ); * Add( typeof( YewWoodTable ), 10 ); * Add( typeof( WritingTable ), 9 ); * * Add( typeof( Throne ), 24 ); * Add( typeof( WoodenThrone ), 6 ); * Add( typeof( Stool ), 6 ); * Add( typeof( FootStool ), 6 ); * * Add( typeof( FancyWoodenChairCushion ), 12 ); * Add( typeof( CushionedWoodenChair ), 10 ); * Add( typeof( WoodenChair ), 8 ); * Add( typeof( BambooChair ), 6 ); * Add( typeof( WoodenBench ), 6 ); */ }
public NoviceNecromancer() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.6) { Name = "un apprenti nécromant"; Body = 400; Hue = 1109; Item shroud = new RobeACapuche(1109); shroud.Movable = false; AddItem(shroud); Item staff = new GnarledStaff(); staff.Hue = 2211; staff.Movable = false; AddItem(staff); SetStr(46, 70); SetDex(31, 50); SetInt(26, 60); SetHits(45, 60); SetDamage(5, 13); SetDamageType(ResistanceType.Physical, 50); SetDamageType(ResistanceType.Poison, 25); SetDamageType(ResistanceType.Energy, 25); SetResistance(ResistanceType.Physical, 15, 25); SetResistance(ResistanceType.Fire, 5, 10); SetResistance(ResistanceType.Poison, 5, 10); SetResistance(ResistanceType.Cold, 5, 10); SetResistance(ResistanceType.Energy, 15, 25); SetSkill(SkillName.MagicResist, 15.1, 40.0); SetSkill(SkillName.Tactics, 35.1, 50.0); SetSkill(SkillName.Macing, 35.1, 50.0); SetSkill(SkillName.Necromancy, 35.1, 50.0); SetSkill(SkillName.Focus, 35.1, 50.0); SetSkill(SkillName.SpiritSpeak, 35.1, 50.0); SetSkill(SkillName.Meditation, 35.1, 50.0); Fame = 600; Karma = -600; VirtualArmor = 25; PackNecroReg(5, 10); }
public override void InitOutfit() { AddItem(Immovable(new Robe(0x1))); AddItem(Immovable(new Sandals())); AddItem(Immovable(new WizardsHat(0x1))); AddItem(Immovable(new GoldBracelet())); HairItemID = 0x203C; Item staff = new GnarledStaff(); staff.Movable = false; AddItem(staff); }
public override void InitOutfit() { AddItem(new Robe(0x1)); AddItem(new Sandals()); AddItem(new WizardsHat(0x1)); AddItem(new GoldBracelet()); AddItem(new LongHair(0x0)); Item staff = new GnarledStaff(); staff.Movable = false; AddItem(staff); }
public override void InitOutfit() { //base.InitOutfit(); Hue = 33777; Item shroud = new RobeACapuche(1109); shroud.Movable = false; AddItem(shroud); Item staff = new GnarledStaff(); staff.Hue = 2211; staff.Movable = false; AddItem(staff); }
public Haggis() { Hue = 0x83EA; Female = true; Body = 0x191; Name = "Haggis"; Title = "the Blind Witch"; AddItem(new Robe(0x1)); AddItem(new Sandals()); AddItem(new GoldBracelet()); AddItem(new LongHair(0x0)); Item staff = new GnarledStaff(); staff.Movable = false; AddItem(staff); Blessed = true; }
public override void GenerateLoot() { AddLoot(LootPack.Average); AddLoot(LootPack.Potions); if (Utility.RandomDouble() < 0.15) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(4)) { case 0: weapon = new QuarterStaff(); break; case 1: weapon = new BlackStaff(); break; case 2: weapon = new CrystalStaff(); break; default: weapon = new GnarledStaff(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 2, 10, 20); PackItem(weapon); } }
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; } } }
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 SoulBinder() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Soul Binder"; Title = "from Hell"; Hue = 0xFFFF; Body = 400; SpeechHue = 1258; BaseSoundID = 0; Team = 0; new EtherealHorse().Rider = this; SetStr(275, 375); SetDex(40, 75); SetInt(100, 150); SetHits(230, 375); SetMana(100, 150); SetDamage(10, 15); SetSkill(SkillName.Tactics, 100.7, 100.4); SetSkill(SkillName.Anatomy, 100.5, 100.3); SetSkill(SkillName.MagicResist, 220.4, 220.7); SetSkill(SkillName.Magery, 120.4, 120.7); SetSkill(SkillName.Macing, 110.4, 110.7); SetSkill(SkillName.EvalInt, 110.4, 110.7); Fame = 7000; Karma = -10000; VirtualArmor = 70; Item GnarledStaff = new GnarledStaff(); GnarledStaff.Movable = false; GnarledStaff.Hue = 1; EquipItem(GnarledStaff); Item BoneHelm = new BoneHelm(); BoneHelm.Movable = false; BoneHelm.Hue = 38; EquipItem(BoneHelm); Item HoodedShroudOfShadows = new HoodedShroudOfShadows(); HoodedShroudOfShadows.Movable = false; HoodedShroudOfShadows.Hue = 0xFFFF; EquipItem(HoodedShroudOfShadows); Item PlateGloves = new PlateGloves(); PlateGloves.Movable = false; PlateGloves.Hue = 38; EquipItem(PlateGloves); Item LongPants = new LongPants(); LongPants.Movable = false; LongPants.Hue = 1; EquipItem(LongPants); Item Sandals = new Sandals(); Sandals.Movable = false; Sandals.Hue = 1; EquipItem(Sandals); Item Cloak = new Cloak(); Cloak.Movable = false; Cloak.Hue = 0xFFFF; EquipItem(Cloak); Item hair = new Item(0x203B); hair.Hue = 38; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); PackGold(1800, 3100); PackMagicItems(3, 7); switch (Utility.Random(1)) { case 0: PackItem(new SoulGem()); break; } }
public Witch() : base(AIType.AI_SphereMage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("female"); Title = "the Witch"; Body = 0x0191; Hue = 0x0599; Female = true; SetStr(70, 90); SetDex(81, 95); SetInt(80, 100); SetHits(70, 90); SetStam(81, 95); SetMana(100); SetDamage(15, 20); AddItem(new LongHair(Utility.RandomHairHue())); Item temp; temp = new FancyShirt(0); temp.Movable = false; AddItem(temp); temp = new Skirt(1); temp.Movable = false; AddItem(temp); temp = new WizardsHat(1); temp.Movable = false; AddItem(temp); temp = new ThighBoots(1); temp.Movable = false; AddItem(temp); temp = new GnarledStaff(); AddItem(temp); //PackGold(50, 80); AddItem(new EyesOfNewt(Utility.RandomMinMax(1, 5))); AddItem(new BatWing(Utility.RandomMinMax(1, 5))); PackPotion(); PackPotion(); SetSkill(SkillName.MagicResist, 80.0, 90.0); SetSkill(SkillName.Magery, 65.0, 85.0); SetSkill(SkillName.Macing, 55.0, 75.0); SetSkill(SkillName.Tactics, 70.0, 90.0); SetSkill(SkillName.Wrestling, 40.0, 55.0); Fame = Utility.RandomMinMax(2000, 4000); Karma = Utility.RandomMinMax(-3000, -5000); VirtualArmor = 16; PackItem(new Sandals()); if (Utility.RandomDouble() <= 0.7) { Spellbook book = new Spellbook(); book.Content = ulong.MaxValue; book.LootType = LootType.Regular; AddItem(book); } }
public void InitOutfit() { Item hair = new Item(8263) { Hue = 2404, Layer = Layer.Hair, Movable = false }; AddItem(hair); Item fhair = new Item(8267) { Hue = 0, Layer = Layer.FacialHair, Movable = false }; AddItem(fhair); Item doublet = new Doublet() { Hue = 573, Movable = false }; AddItem(doublet); Item elvenShirt = new ElvenShirt() { Hue = 0, Movable = false }; AddItem(elvenShirt); Item longpants = new LongPants() { Hue = 0, Movable = false }; AddItem(longpants); Item leatherBelt = new LeatherNinjaBelt() { Hue = 903, Movable = false }; AddItem(leatherBelt); Item staff = new GnarledStaff() { Hue = 0, Movable = false }; Shoes shoes = new Shoes() { Hue = 903, Movable = false }; AddItem(shoes); PackGold(50, 200); }
public CouncilElder() : base(AIType.AI_CouncilMember, FightMode.All | FightMode.Strongest, 10, 1, 0.2, 0.4) { Name = "Kahn Anthias, "; Title = "Elder of the Mystic Council"; Female = false; Body = 0x190; IOBAlignment = IOBAlignment.Council; ControlSlots = 9; BardImmune = true; HoodedShroudOfShadows shroud = new HoodedShroudOfShadows(); shroud.Hue = 0x4D3; shroud.Name = "Tattered Elder's Robe"; // adam: reduce chance to 5% from 7% drop if (Utility.RandomDouble() <= 0.95) { shroud.LootType = LootType.Newbied; } else { shroud.LootType = LootType.Regular; } AddItem(shroud); Sandals sandals = new Sandals(0x1); // adam: reduce chance to 5% from 7% drop if (Utility.RandomDouble() <= 0.95) { sandals.LootType = LootType.Newbied; } AddItem(sandals); GnarledStaff staff = new GnarledStaff(); staff.LootType = LootType.Newbied; staff.Movable = false; AddItem(staff); SetStr(216, 305); SetDex(96, 115); SetInt(966, 1045); SetHits(560, 595); SetDamage(15, 27); SetSkill(SkillName.EvalInt, 120.1, 130.0); SetSkill(SkillName.Magery, 120.1, 130.0); SetSkill(SkillName.MagicResist, 175.2, 200.0); SetSkill(SkillName.Meditation, 100.1, 101.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.Wrestling, 160.0, 170.0); SetSkill(SkillName.Poisoning, 100.1, 101.0); SetSkill(SkillName.Macing, 75.1, 100.0); Fame = 20000; Karma = -20000; VirtualArmor = 60; }