public override void InitOutfit() { Utility.AssignRandomHair(this); AddItem(new LeatherDo()); AddItem(new LeatherHiroSode()); AddItem(new SamuraiTabi(Utility.RandomNondyedHue())); switch (Utility.Random(3)) { case 0: AddItem(new StuddedHaidate()); break; case 1: AddItem(new PlateSuneate()); break; default: AddItem(new LeatherSuneate()); break; } switch (Utility.Random(4)) { case 0: AddItem(new DecorativePlateKabuto()); break; case 1: AddItem(new ChainHatsuburi()); break; case 2: AddItem(new LightPlateJingasa()); break; default: AddItem(new LeatherJingasa()); break; } Item weapon; switch (Utility.Random(3)) { case 0: weapon = new NoDachi(); break; case 1: weapon = new Lajatang(); break; default: weapon = new Wakizashi(); break; } weapon.Movable = false; AddItem(weapon); }
public override void InitOutfit() { AddItem(new SamuraiTabi(0x4C2)); AddItem(new LeatherSuneate()); AddItem(new LightPlateJingasa()); AddItem(new LeatherDo()); AddItem(new LeatherHiroSode()); Utility.AssignRandomHair(this); Item weapon; switch (Utility.Random(3)) { case 0: weapon = new NoDachi(); break; case 1: weapon = new Lajatang(); break; default: weapon = new Wakizashi(); break; } weapon.Movable = false; AddItem(weapon); }
public override void GenerateLoot() { AddLoot(LootPack.FilthyRich, 5); AddLoot(LootPack.HighScrolls, 3); AddLoot(LootPack.MedScrolls, 4); AddLoot(LootPack.LowScrolls, 6); AddLoot(LootPack.Gems, 5); if (Utility.RandomDouble() < 0.20) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(33)) { case 0: weapon = new BattleAxe(); break; case 1: weapon = new ExecutionersAxe(); break; case 2: weapon = new LargeBattleAxe(); break; case 3: weapon = new WarAxe(); break; case 4: weapon = new Bow(); break; case 5: weapon = new Crossbow(); break; case 6: weapon = new HeavyCrossbow(); break; case 7: weapon = new WarHammer(); break; case 8: weapon = new WarMace(); break; case 9: weapon = new Bardiche(); break; case 10: weapon = new Halberd(); break; case 11: weapon = new Spear(); break; case 12: weapon = new QuarterStaff(); break; case 13: weapon = new Katana(); break; case 14: weapon = new Longsword(); break; case 15: weapon = new VikingSword(); break; case 16: weapon = new CompositeBow(); break; case 17: weapon = new CrescentBlade(); break; case 18: weapon = new DoubleBladedStaff(); break; case 19: weapon = new Lance(); break; case 20: weapon = new PaladinSword(); break; case 21: weapon = new Scythe(); break; case 22: weapon = new Daisho(); break; case 23: weapon = new Lajatang(); break; case 24: weapon = new NoDachi(); break; case 25: weapon = new Tetsubo(); break; case 26: weapon = new Yumi(); break; case 27: weapon = new ElvenCompositeLongbow(); break; case 28: weapon = new OrnateAxe(); break; case 29: weapon = new RadiantScimitar(); break; case 30: weapon = new WarCleaver(); break; case 31: weapon = new WildStaff(); break; default: weapon = new DiamondMace(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 5, 35, 50); weapon.Hue = 1461; PackItem(weapon); } if (Utility.RandomDouble() < 0.20) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(5)) { case 0: armor = new CrusaderGauntlets(); break; case 1: armor = new CrusaderGorget(); break; case 2: armor = new CrusaderLeggings(); break; case 3: armor = new CrusaderSleeves(); break; default: armor = new CrusaderBreastplate(); break; } BaseRunicTool.ApplyAttributesTo(armor, 5, 35, 50); armor.Hue = 1461; PackItem(armor); } if (Utility.RandomDouble() < 0.20) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 5, 35, 50); clothing.Hue = 1461; PackItem(clothing); } if (Utility.RandomDouble() < 0.10) { BaseShield shield = new MetalKiteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield, 5, 35, 50); } shield.Hue = 1461; PackItem(shield); } if (Utility.RandomDouble() < 0.10) { BaseJewel bracelet = new GoldBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 5, 35, 50); } bracelet.Hue = 1461; PackItem(bracelet); } if (Utility.RandomDouble() < 0.10) { BaseJewel earrings = new GoldEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 5, 35, 50); } earrings.Hue = 1461; PackItem(earrings); } if (Utility.RandomDouble() < 0.10) { BaseJewel necklace = new GoldNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 5, 35, 50); } necklace.Hue = 1461; PackItem(necklace); } if (Utility.RandomDouble() < 0.10) { BaseJewel ring = new GoldRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 5, 35, 50); } ring.Hue = 1461; PackItem(ring); } }
public virtual void EquipSpecialty() { Item item; switch (_Specialty) { case MasterTitle.Bard: SetWearable(new QuarterStaff()); SetWearable(new FeatheredHat(1308)); if (Female) { SetWearable(new HideFemaleChest()); } else { SetWearable(new HideChest()); } SetWearable(new HidePauldrons()); SetWearable(new HideGorget()); SetWearable(new LeafGloves()); SetWearable(new LeatherSkirt()); SetWearable(new ThighBoots()); SetWearable(new BodySash(1308)); break; case MasterTitle.Macer: SetWearable(new WarMace()); SetWearable(new PlateArms()); SetWearable(new PlateLegs()); SetWearable(new PlateGloves()); SetWearable(new PlateHelm()); SetWearable(new PlateChest()); SetWearable(new HeaterShield()); SetWearable(new Surcoat()); break; case MasterTitle.Rogue: SetWearable(new RepeatingCrossbow()); SetWearable(new LeatherGloves()); SetWearable(new Doublet()); SetWearable(new Cap()); SetWearable(new QuiverOfInfinity()); SetWearable(new LeatherArms()); SetWearable(new LeatherLegs()); SetWearable(new Sandals()); break; case MasterTitle.Archer: SetWearable(new MagicalShortbow()); SetWearable(new RingmailGloves()); SetWearable(new ChainChest()); SetWearable(new BodySash(1193)); SetWearable(new ThighBoots()); SetWearable(new Cap()); SetWearable(new QuiverOfInfinity()); break; case MasterTitle.Wizard: SetWearable(new Kilt(1156)); if (Female) { SetWearable(new LeatherBustierArms(), 2498); } else { SetWearable(new LeatherArms(), 2498); } SetWearable(new LeatherGloves(), 2498); SetWearable(new BodySash(1156)); SetWearable(new WizardsHat(1156)); SetWearable(new Sandals(2498)); SetWearable(new Spellbook()); break; case MasterTitle.Mystic: SetWearable(new MysticBook((uint)0xFFF)); SetWearable(new GargishFancyRobe()); SetWearable(new GargishEarrings()); SetWearable(new GargishClothWingArmor()); SetWearable(new LeatherTalons()); break; case MasterTitle.Sampire: SetWearable(new DoubleAxe(), 1858); SetWearable(new Epaulette(), 1192); SetWearable(new ChainChest()); SetWearable(new ChainLegs()); SetWearable(new RingmailGloves(), 1863); SetWearable(new ElvenBoots()); SetWearable(new BodySash(1866)); SetWearable(new RoyalCirclet()); break; case MasterTitle.Necromancer: SetWearable(new NecromancerSpellbook()); SetWearable(new BoneChest(), 1910); SetWearable(new BoneLegs(), 1910); SetWearable(new LeatherGloves(), 1175); SetWearable(new Sandals()); SetWearable(new Cloak(), 1157); SetWearable(new GoldNecklace()); break; case MasterTitle.Assassin: SetWearable(new AssassinSpike()); SetWearable(new LeatherChest(), 2051); SetWearable(new LeatherLegs(), 2051); SetWearable(new LeatherGloves()); SetWearable(new LeatherGorget(), 2051); SetWearable(new Sandals()); SetWearable(new LeatherNinjaBelt()); SetWearable(new Doublet(), 2051); SetWearable(new LeatherNinjaHood(), 2051); break; case MasterTitle.Swordsman: item = new PaladinSword { LootType = LootType.Blessed }; SetWearable(item); item = new Daisho { LootType = LootType.Blessed }; PackItem(item); item = new Wakizashi { LootType = LootType.Blessed }; PackItem(item); SetWearable(new NorseHelm(), 2406); SetWearable(new PlateArms(), 2406); SetWearable(new DragonGloves(), 2406); SetWearable(new DragonChest(), 2406); SetWearable(new PlateLegs(), 2406); SetWearable(new LeatherNinjaBelt(), 2726); SetWearable(new BodySash(2726)); SetWearable(new Cloak(), 2726); break; case MasterTitle.Fencer: item = new Lajatang { LootType = LootType.Blessed }; SetWearable(item); item = new Sai { LootType = LootType.Blessed }; PackItem(item); item = new Tekagi { LootType = LootType.Blessed }; PackItem(item); if (Female) { SetWearable(new LeatherBustierArms()); SetWearable(new LeatherSkirt()); } else { SetWearable(new LeatherChest()); SetWearable(new LeatherLegs()); } SetWearable(new BoneArms()); SetWearable(new ThighBoots()); break; } }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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); }