public override void InitOutfit() { Item item = null; item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair(item.Hue); item = new Shirt(); item.Hue = Utility.RandomNondyedHue(); AddItem(item); item = new ShortPants(); item.Hue = Utility.RandomNondyedHue(); AddItem(item); item = Utility.RandomBool() ? (Item) new Boots() : (Item) new ThighBoots(); AddItem(item); item = new QuarterStaff(); AddItem(item); PackGold(15, 100); item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = new Shirt(); item.Hue = Utility.RandomNondyedHue(); AddItem(item); item = new ShortPants(); item.Hue = Utility.RandomNondyedHue(); AddItem(item); item = Utility.RandomBool() ? (Item) new Boots() : (Item) new ThighBoots(); AddItem(item); item = new QuarterStaff(); AddItem(item); PackGold(15, 50); }
private void CreateClassic() { m_MoveSound = 251; m_CaptureSound = 773; m_DeathSound = 1063; m_Piece.Female = false; m_Piece.BodyValue = 0x190; if (m_BChessboard.OverrideMinorHue) { m_Piece.Hue = Hue; } else { m_Piece.Hue = m_BChessboard.SkinHue; } Item item = null; item = new HoodedShroudOfShadows(Hue); item.Name = "Bishop's Robe"; m_Piece.AddItem(item); item = new Boots(MinorHue); m_Piece.AddItem(item); item = new QuarterStaff(); item.Hue = MinorHue; m_Piece.AddItem(item); }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 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 HarborMaster() : base(AIType.AI_Melee, FightMode.Aggressor, 12, 1, 0.5, 0.75) { Title = "the harbor master"; SetStr(86, 100); SetDex(66, 80); SetInt(71, 85); Hue = Utility.RandomSkinHue(); SpeechHue = Utility.RandomDyedHue(); Female = Utility.RandomBool(); Body = 401; Name = NameList.RandomName(Female ? "female" : "male"); Job = JobFragment.master; BaseSoundID = 332; SetSkill(SkillName.Swords, 15, 37.5); SetSkill(SkillName.Fencing, 15, 37.5); SetSkill(SkillName.Macing, 15, 37.5); SetSkill(SkillName.Parry, 55, 77.5); SetSkill(SkillName.Tactics, 45, 67.5); SetSkill(SkillName.MagicResist, 55, 77.5); SetSkill(SkillName.Wrestling, 15, 37.5); Item item = null; int hairHue = Utility.RandomHairHue(); Utility.AssignRandomHair(this, hairHue); Utility.AssignRandomFacialHair(this, hairHue); item = new Shirt(); AddItem(item); item.Hue = Utility.RandomNondyedHue(); item = new ShortPants(); AddItem(item); item.Hue = Utility.RandomNondyedHue(); item = Utility.RandomBool() ? (Item) new Boots() : (Item) new ThighBoots(); AddItem(item); item = new QuarterStaff(); AddItem(item); PackGold(15, 100); }
public SaklethMage() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("lizardman"); Title = "the sakkhra priest"; Body = 324; BaseSoundID = 417; SetStr(136, 165); SetDex(56, 75); SetInt(131, 155); SetHits(82, 99); SetDamage(7, 17); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 25, 35); SetResistance(ResistanceType.Fire, 30, 40); SetResistance(ResistanceType.Cold, 20, 30); SetResistance(ResistanceType.Poison, 30, 40); SetResistance(ResistanceType.Energy, 30, 40); SetSkill(SkillName.EvalInt, 80.1, 92.5); SetSkill(SkillName.Magery, 80.1, 92.5); SetSkill(SkillName.MagicResist, 80.1, 95.0); SetSkill(SkillName.Tactics, 70.1, 95.0); SetSkill(SkillName.Wrestling, 60.1, 80.0); Fame = 4000; Karma = -4000; VirtualArmor = 50; PackReg(16); Item weapon = new QuarterStaff(); weapon.Name = "sakkhra staff"; weapon.Hue = 0x972; weapon.ItemID = 0x2D25; ((BaseWeapon)weapon).MaxDamage = ((BaseWeapon)weapon).MaxDamage + 5; ((BaseWeapon)weapon).MinDamage = ((BaseWeapon)weapon).MinDamage + 5; AddItem(weapon); }
public override void GenerateLoot() { AddLoot(LootPack.Gems); if (Utility.RandomDouble() < 0.05) { BaseJewel jewel1 = new GoldEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(jewel1, 3, 15, 20); } jewel1.Resistances.Energy = 8; PackItem(jewel1); } if (Utility.RandomDouble() < 0.05) { BaseJewel jewel2 = new GoldNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(jewel2, 3, 15, 20); } jewel2.Resistances.Energy = 12; PackItem(jewel2); } if (Utility.RandomDouble() < 0.04) //4% chance to drop. { BaseWeapon weapon = new QuarterStaff(); weapon.Hue = 2106; weapon.Attributes.SpellDamage = 15; weapon.WeaponAttributes.HitLightning = 5; PackItem(weapon); } }
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 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 DeadWizard() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { switch (Utility.Random(3)) { case 0: Hue = 1150; BaseSoundID = 412; AddItem(new LightSource()); break; // GHOST case 1: Hue = 0x430; BaseSoundID = 0x4FB; break; // SKELETON case 2: Hue = 0xB97; BaseSoundID = 471; break; // ZOMBIE } if (this.Female = Utility.RandomBool()) { this.Body = 0x191; this.Name = NameList.RandomName("female"); switch (Utility.RandomMinMax(0, 5)) { case 0: Title = "the undead wizard"; break; case 1: Title = "the undead sorceress"; break; case 2: Title = "the undead mage"; break; case 3: Title = "the undead conjurer"; break; case 4: Title = "the undead magician"; break; case 5: Title = "the undead witch"; break; } } else { this.Body = 0x190; this.Name = NameList.RandomName("male"); switch (Utility.RandomMinMax(0, 5)) { case 0: Title = "the undead wizard"; break; case 1: Title = "the undead sorcerer"; break; case 2: Title = "the undead mage"; break; case 3: Title = "the undead conjurer"; break; case 4: Title = "the undead magician"; break; case 5: Title = "the undead warlock"; break; } } int clothHue = Utility.RandomMinMax(0, 12); Robe robe = new Robe( ); robe.Hue = Utility.RandomColor(clothHue); AddItem(robe); if (50 > Utility.Random(100)) { WizardsHat hat = new WizardsHat( ); hat.Hue = Utility.RandomColor(clothHue); AddItem(hat); } Item boots = new ThighBoots( ); boots.Hue = Utility.RandomNeutralHue(); AddItem(boots); if (Utility.RandomMinMax(1, 4) > 1) { QuarterStaff staff = new QuarterStaff(); staff.Name = "staff"; staff.ItemID = Utility.RandomList(0xDF0, 0x13F8, 0xE89, 0x2D25, 0x26BC, 0x26C6, 0xDF2, 0xDF3, 0xDF4, 0xDF5); if (staff.ItemID == 0x26BC || staff.ItemID == 0x26C6) { staff.Name = "scepter"; } if (staff.ItemID == 0xDF2 || staff.ItemID == 0xDF3 || staff.ItemID == 0xDF4 || staff.ItemID == 0xDF5) { staff.Name = "magic wand"; } staff.LootType = LootType.Blessed; staff.Attributes.SpellChanneling = 1; AddItem(staff); } SetStr(235, 280); SetDex(76, 95); SetInt(301, 325); SetHits(190, 235); SetDamage(7, 14); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 45, 60); SetResistance(ResistanceType.Fire, 30, 40); SetResistance(ResistanceType.Cold, 30, 40); SetResistance(ResistanceType.Poison, 50, 60); SetResistance(ResistanceType.Energy, 30, 40); SetSkill(SkillName.EvalInt, 90.1, 100.0); SetSkill(SkillName.Magery, 90.1, 100.0); SetSkill(SkillName.MagicResist, 85.1, 95.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.Wrestling, 90.1, 100.0); SetSkill(SkillName.Macing, 90.1, 100.0); Fame = 9000; Karma = -9000; VirtualArmor = 20; PackReg(Utility.RandomMinMax(2, 10)); PackReg(Utility.RandomMinMax(2, 10)); PackReg(Utility.RandomMinMax(2, 10)); }
public UrkShaman() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { BaseSoundID = 0x45A; Hue = 0x430; Body = 0x190; Name = NameList.RandomName("urk"); HairItemID = 0; FacialHairItemID = 0; switch (Utility.RandomMinMax(0, 5)) { case 0: Title = "the urk shaman"; break; case 1: Title = "the urk witch doctor"; break; case 2: Title = "the urk priest"; break; case 3: Title = "the urk diviner"; break; case 4: Title = "the urk seer"; break; case 5: Title = "the urk theurgist"; break; } Item helm = new WornHumanDeco(); helm.Name = "urkish face"; helm.ItemID = 0x141B; helm.Hue = 0x430; helm.Layer = Layer.Helm; AddItem(helm); Robe robe = new Robe(); robe.Name = "urkish rat fur robe"; robe.Hue = 0x972; robe.Resistances.Poison = 10; AddItem(robe); if (Utility.RandomMinMax(1, 4) > 1) { QuarterStaff staff = new QuarterStaff(); staff.Name = "urkish staff"; staff.ItemID = Utility.RandomList(0xDF0, 0x13F8, 0xE89, 0x2D25); staff.LootType = LootType.Blessed; staff.Attributes.SpellChanneling = 1; staff.Hue = 0x7D1; ((BaseWeapon)staff).AosElementDamages.Physical = 60; ((BaseWeapon)staff).AosElementDamages.Poison = 40; AddItem(staff); QuarterStaff stick = new QuarterStaff(); stick.Name = "urkish staff"; stick.ItemID = staff.ItemID; stick.Hue = 0x7D1; ((BaseWeapon)stick).AosElementDamages.Physical = 60; ((BaseWeapon)stick).AosElementDamages.Poison = 40; PackItem(stick); } SetStr(81, 105); SetDex(91, 115); SetInt(96, 120); SetHits(49, 63); SetDamage(5, 10); SetDamageType(ResistanceType.Physical, 60); SetDamageType(ResistanceType.Poison, 40); SetResistance(ResistanceType.Physical, 15, 20); SetResistance(ResistanceType.Fire, 5, 10); SetResistance(ResistanceType.Poison, 60, 80); SetResistance(ResistanceType.Energy, 5, 10); SetSkill(SkillName.EvalInt, 75.1, 100.0); SetSkill(SkillName.Magery, 75.1, 100.0); SetSkill(SkillName.MagicResist, 75.0, 97.5); SetSkill(SkillName.Tactics, 65.0, 87.5); SetSkill(SkillName.Wrestling, 20.2, 60.0); SetSkill(SkillName.Macing, 20.3, 60.0); Fame = 6000; Karma = -6000; VirtualArmor = 16; PackReg(Utility.RandomMinMax(2, 10)); PackReg(Utility.RandomMinMax(2, 10)); PackReg(Utility.RandomMinMax(2, 10)); }
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 = 0xB70; shieldType = 0x1B74; helmType = 0x1412; cloakColor = 0xB7A; 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 = 0; helmType = 11121; cloakColor = 0x9C4; weapon = new QuarterStaff(); } 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 = 0x1B7A; helmType = 0; cloakColor = 0x973; weapon = new VikingSword(); } 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); Item arms = new RingmailArms(); if (World == "the Serpent Island") { arms = new PlateArms(); } // FOR GARGOYLES Item tunic = new PlateChest(); Item legs = new PlateLegs(); Item neck = new PlateGorget(); Item hand = new PlateGloves(); Item foot = new Boots( ); if (World == "the Isles of Dread") { tunic.ItemID = 0x5652; tunic.Name = "tunic"; if (this.Female) { tunic.ItemID = 0x563E; Utility.AssignRandomHair(this); } else { Utility.AssignRandomHair(this); FacialHairItemID = Utility.RandomList(0, 8254, 8255, 8256, 8257, 8267, 8268, 8269); } this.HairHue = 0x455; this.FacialHairHue = 0x455; arms.ItemID = 22093; arms.Name = "sleeves"; legs.ItemID = 7176; legs.Name = "skirt"; neck.ItemID = 0x5650; neck.Name = "amulet"; hand.ItemID = 0x564E; hand.Name = "gloves"; foot.ItemID = 5901; foot.Name = "sandals"; } else if (World == "the Moon of Luna") { tunic.ItemID = 7939; tunic.Name = "robe"; if (this.Female) { Utility.AssignRandomHair(this); } else { Utility.AssignRandomHair(this); FacialHairItemID = Utility.RandomList(0, 8254, 8255, 8256, 8257, 8267, 8268, 8269); } this.HairHue = Utility.RandomHairHue(); this.FacialHairHue = this.HairHue; arms.ItemID = 22093; arms.Name = "sleeves"; legs.ItemID = 7176; legs.Name = "skirt"; neck.ItemID = 0x5650; neck.Name = "amulet"; hand.ItemID = 0x564E; hand.Name = "gloves"; foot.ItemID = 5901; foot.Name = "sandals"; } AddItem(tunic); AddItem(arms); AddItem(legs); AddItem(neck); AddItem(hand); AddItem(foot); if (helmType > 0) { PlateHelm helm = new PlateHelm(); helm.ItemID = helmType; helm.Name = "helm"; if (helmType == 11121) { helm.Name = "hood"; } 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); if (Utility.RandomBool() && !Server.Misc.Worlds.InBuilding(this) && this.Map != Map.SerpentIsland) { BaseMount mount = new EvilMount(); if (this.Map == Map.SavagedEmpire) { mount.Body = 0x11C; mount.ItemID = 0x3E92; mount.Hue = Utility.RandomList(0xB79, 0xB19, 0xAEF, 0xACE, 0xAB0); } else if (this.Map == Map.IslesDread) { mount.Body = 0xD5; mount.ItemID = 0x3EC5; if (Server.Misc.MyServerSettings.ClientVersion()) { mount.Body = 0x22; mount.ItemID = 34; if (Utility.RandomBool()) { mount.Body = 0xB1; mount.ItemID = 177; } } else { mount.Hue = Utility.RandomList(0xAB1, 0xAC0, 0x92B); } } else { mount.Body = 0xE2; mount.ItemID = 0x3EA0; if (Server.Misc.MyServerSettings.ClientVersion()) { mount.ItemID = 594; } else { mount.Hue = Utility.RandomList(0, 0, 0, 0, 0, 0x780, 0x781, 0x782, 0x783, 0x8FD, 0x8FE, 0x8FF, 0x900, 0x901, 0x902, 0x903, 0x904, 0x905, 0x906, 0x907, 0x908, Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue()); } } Server.Mobiles.BaseMount.Ride(mount, this); } }
public DemiLich() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("evil mage"); BaseSoundID = 0x3E9; Body = 0x190; Title = "the demilich"; if (Utility.RandomMinMax(0, 1) == 1) { Name = NameList.RandomName("evil witch"); Body = 0x191; BaseSoundID = 0x4B0; } Hunger = Utility.RandomColor(0); Thirst = 0; string gear = "demilich"; int Rgear = Utility.RandomColor(0); int Magic = 1; int bone = 0x48F; switch (Utility.RandomMinMax(0, 8)) { case 0: bone = 0x48D; AddItem(new LightSource()); break; case 1: bone = 0x48E; AddItem(new LightSource()); break; case 2: bone = 0x48F; AddItem(new LightSource()); break; case 3: bone = 0x490; AddItem(new LightSource()); break; case 4: bone = 0x491; AddItem(new LightSource()); break; case 5: bone = 0x47E; AddItem(new LightSource()); break; case 6: bone = 0xB4E; break; case 7: bone = 0x430; Title = "the crypt thing"; Thirst = bone; Hunger = bone; gear = "crypt"; Magic = 3; break; case 8: bone = 0x497; Title = "the dark lich"; Thirst = bone; Hunger = bone; gear = "dark"; Magic = 5; break; } Hue = bone; Robe robe = new Robe(); robe.Name = gear + " robe"; robe.Hue = Hunger; robe.LootType = LootType.Blessed; AddItem(robe); QuarterStaff staff = new QuarterStaff(); staff.Name = gear + " staff"; staff.ItemID = Utility.RandomList(0xDF0, 0x13F8, 0xE89, 0x2D25); TithingPoints = staff.ItemID; staff.Hue = Thirst; staff.LootType = LootType.Blessed; staff.Attributes.SpellChanneling = 1; AddItem(staff); Item helm = new WornHumanDeco(); helm.Name = "skull"; helm.ItemID = 0x1451; if ((Magic == 3 || Magic == 5) && Utility.RandomBool()) { helm.ItemID = 0x4CDD; } else if (bone == 0xB4E) { helm.ItemID = 0x4CDB; } helm.Hue = bone; helm.Layer = Layer.Helm; AddItem(helm); Item hands = new WornHumanDeco(); hands.Name = "bony fingers"; hands.ItemID = 0x1450; hands.Hue = bone; hands.Layer = Layer.Gloves; AddItem(hands); Item feet = new WornHumanDeco(); feet.Name = "bony feet"; feet.ItemID = 0x170D; feet.Hue = bone; feet.Layer = Layer.Shoes; AddItem(feet); SetStr(466, 555); SetDex(146, 165); SetInt(666, 755); SetHits(450, 503); SetDamage(13, 18); SetDamageType(ResistanceType.Physical, 0); SetDamageType(ResistanceType.Cold, 60); SetDamageType(ResistanceType.Energy, 40); SetResistance(ResistanceType.Physical, 40, 50); SetResistance(ResistanceType.Fire, 30, 40); SetResistance(ResistanceType.Cold, 50, 60); SetResistance(ResistanceType.Poison, 50, 60); SetResistance(ResistanceType.Energy, 40, 50); SetSkill(SkillName.Necromancy, 90, 110.0); SetSkill(SkillName.SpiritSpeak, 90.0, 110.0); SetSkill(SkillName.EvalInt, 90.1, 100.0); SetSkill(SkillName.Magery, 90.1, 100.0); SetSkill(SkillName.SpiritSpeak, 90.1, 100.0); SetSkill(SkillName.Necromancy, 90.1, 100.0); SetSkill(SkillName.MagicResist, 150.5, 200.0); SetSkill(SkillName.Tactics, 50.1, 70.0); SetSkill(SkillName.Macing, 60.1, 80.0); Fame = 21000; Karma = -21000; VirtualArmor = 50; PackNecroReg(24, 80); int[] list = new int[] { 0x1B11, 0x1B12, 0x1B13, 0x1B14, 0x1B15, 0x1B16, 0x1B19, 0x1B1A, // bone parts 0x1AE0, 0x1AE1, 0x1AE2, 0x1AE3, 0x1AE4, // skulls 0x1B17, 0x1B18, 0x1B1B, 0x1B1C, // ribs and spines 0x1B09, 0x1B0A, 0x1B0B, 0x1B0C, 0x1B0D, 0x1B0E, 0x1B0F, 0x1B10, // bone piles 0xECA, 0xECB, 0xECC, 0xECD, 0xECE, 0xECF, 0xED0, 0xED1, 0xED2 // bones }; PackItem(new BodyPart(Utility.RandomList(list))); }
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 ParoleOfficer() //: base( AIType.AI_Mage, FightMode.Aggressor, 2, 1, 1, 2 ) : base(AIType.AI_Mage, FightMode.Aggressor, 10, 5, 0.2, 0.4) { SetStr(81, 105); SetDex(191, 215); SetInt(126, 150); SetHits(450, 550); Title = "the parole officer"; SpeechHue = Utility.RandomDyedHue(); Hue = Utility.RandomSkinHue(); Female = true; Body = 0x191; Name = NameList.RandomName("female"); FloppyHat hat = new FloppyHat(Utility.RandomNondyedHue()); hat.Movable = false; AddItem(hat); Shirt shirt = new Shirt(Utility.RandomNondyedHue()); shirt.Movable = false; AddItem(shirt); Kilt kilt = new Kilt(Utility.RandomNondyedHue()); kilt.Movable = false; AddItem(kilt); Sandals sandals = new Sandals(Utility.RandomNondyedHue()); sandals.Movable = false; AddItem(sandals); Item hair = new Item(0x203C); //long hair hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); QuarterStaff weapon = new QuarterStaff(); weapon.Movable = false; AddItem(weapon); Container pack = new Backpack(); pack.Movable = false; pack.DropItem(new Gold(10, 25)); AddItem(pack); SetSkill(SkillName.DetectHidden, 100.0); SetSkill(SkillName.EvalInt, 80.2, 100.0); SetSkill(SkillName.Magery, 95.1, 100.0); SetSkill(SkillName.Meditation, 100.0); SetSkill(SkillName.MagicResist, 77.5, 100.0); SetSkill(SkillName.Tactics, 95.0, 100.0); SetSkill(SkillName.Anatomy, 95.0, 100.0); SetSkill(SkillName.Macing, 100.0); SetSkill(SkillName.Wrestling, 90.0, 100.0); }
public Archmage() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Body = 0x190; Name = NameList.RandomName("evil mage"); Title = "the mad archmage"; EmoteHue = 11; Hue = Utility.RandomSkinColor(); Utility.AssignRandomHair(this); int HairColor = Utility.RandomHairHue(); FacialHairItemID = Utility.RandomList(0, 8254, 8255, 8256, 8257, 8267, 8268, 8269); HairHue = HairColor; FacialHairHue = HairColor; Robe robe = new Robe( ); robe.Hue = 0xA2A; robe.LootType = LootType.Blessed; AddItem(robe); WizardsHat hat = new WizardsHat( ); hat.Hue = 0xA2A; hat.LootType = LootType.Blessed; AddItem(hat); Item boots = new ThighBoots( ); boots.Hue = 0x497; boots.LootType = LootType.Blessed; AddItem(boots); if (Utility.RandomMinMax(1, 4) > 1) { QuarterStaff staff = new QuarterStaff(); staff.Name = "staff"; staff.ItemID = Utility.RandomList(0xDF0, 0x13F8, 0xE89, 0x2D25, 0x26BC, 0x26C6, 0xDF2, 0xDF3, 0xDF4, 0xDF5); if (staff.ItemID == 0x26BC || staff.ItemID == 0x26C6) { staff.Name = "scepter"; } if (staff.ItemID == 0xDF2 || staff.ItemID == 0xDF3 || staff.ItemID == 0xDF4 || staff.ItemID == 0xDF5) { staff.Name = "magic wand"; } staff.LootType = LootType.Blessed; staff.Attributes.SpellChanneling = 1; AddItem(staff); } SetStr(986, 1185); SetDex(177, 255); SetInt(196, 220); SetHits(592, 711); SetDamage(22, 29); SetDamageType(ResistanceType.Physical, 50); SetDamageType(ResistanceType.Fire, 25); SetDamageType(ResistanceType.Energy, 25); SetResistance(ResistanceType.Physical, 65, 80); SetResistance(ResistanceType.Fire, 60, 80); SetResistance(ResistanceType.Cold, 50, 60); SetResistance(ResistanceType.Poison, 100); SetResistance(ResistanceType.Energy, 40, 50); SetSkill(SkillName.Anatomy, 25.1, 50.0); SetSkill(SkillName.EvalInt, 90.1, 100.0); SetSkill(SkillName.Magery, 95.5, 100.0); SetSkill(SkillName.Meditation, 25.1, 50.0); SetSkill(SkillName.MagicResist, 100.5, 150.0); SetSkill(SkillName.Tactics, 90.1, 100.0); SetSkill(SkillName.Wrestling, 90.1, 100.0); Fame = 24000; Karma = -24000; VirtualArmor = 90; PackReg(30, 275); }