public override void Load(BinaryReader reader) { this.Type = (ShrineType)Enum.Parse(typeof(ShrineType), reader.ReadString()); string text = reader.ReadString(); DroppedItem = text != "null" ? text : DroppedItem; this.DisableBacking = reader.ReadBoolean(); base.Load(reader); }
public EvolutionMobile() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 ) { Name = "Hagunemnom"; Hue = 0; BodyValue = Utility.RandomList( 248, 251, 257, 263 ); m_WeakenType = 1; m_EvolveValue = 2500; BaseSoundID = 100; switch ( Utility.Random( 10 ) ) { case 0: m_Type = ShrineType.Chaos; break; case 1: m_Type = ShrineType.Compassion; break; case 2: m_Type = ShrineType.Honesty; break; case 3: m_Type = ShrineType.Honour; break; case 4: m_Type = ShrineType.Humility; break; case 5: m_Type = ShrineType.Justice; break; case 6: m_Type = ShrineType.Sacrifice; break; case 7: m_Type = ShrineType.Spirituality; break; case 8: m_Type = ShrineType.Valour; break; case 9: m_Type = ShrineType.Wisdom; break; } SetStr( 500 ); SetDex( 200 ); SetInt( 1000 ); SetHits( 3000 ); SetDamage( 20, 30 ); SetDamageType( ResistanceType.Physical, 100 ); SetResistance( ResistanceType.Physical, 35, 45 ); SetResistance( ResistanceType.Fire, 25, 30 ); SetResistance( ResistanceType.Cold, 25, 30 ); SetResistance( ResistanceType.Poison, 10, 20 ); SetResistance( ResistanceType.Energy, 10, 20 ); SetSkill( SkillName.Poisoning, 200.0 ); SetSkill( SkillName.MagicResist, 180.0 ); SetSkill( SkillName.Wrestling, 125.0 ); SetSkill( SkillName.Magery, 125.0 ); SetSkill( SkillName.EvalInt, 125.0 ); SetSkill( SkillName.Meditation, 125.0 ); Fame = 15000; Karma = -15000; VirtualArmor = 50; PackGold( 500 ); }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 0: { m_Type = (ShrineType)reader.ReadInt(); m_TrysLeft = reader.ReadInt(); break; } } }
public ShrineRiddle(ShrineType type) : base(0x14F0) { m_Type = type; m_TrysLeft = Utility.RandomMinMax(3, 6); Hue = Utility.RandomMetalHue(); if (this.m_Type == ShrineType.Chaos) { switch (Utility.Random(3)) { case 0: Name = "Disorder"; break; case 1: Name = "Entropy"; break; case 2: Name = "On the edge of the mountains of wind will you find the opposite of order"; break; } } if (this.m_Type == ShrineType.Compassion) { switch (Utility.Random(3)) { case 0: Name = "To share your fellow man's suffering"; break; case 1: Name = "An attempt to alleviate the suffering of someone as if the suffering were your own"; break; case 2: Name = "Walk into the desert and you shall find that empathy grows"; break; } } if (this.m_Type == ShrineType.Honesty) { switch (Utility.Random(3)) { case 0: Name = "I cannot tell a lie"; break; case 1: Name = "I promise to tell the truth, the whole truth and nothing but the truth"; break; case 2: Name = "Walk through the ice and you shall find truth"; break; } } if (this.m_Type == ShrineType.Honour) { switch (Utility.Random(3)) { case 0: Name = "With nobility of soul, magnanimity, and a scorn of meanness"; break; case 1: Name = "Sometimes to satisfy it you have to duel"; break; case 2: Name = "Travel to one of the mainland's southern tips and you might just find the code"; break; } } if (this.m_Type == ShrineType.Humility) { switch (Utility.Random(3)) { case 0: Name = "I am unpretentious and modest"; break; case 1: Name = "Someone who does not think that he or she is better or more important than others"; break; case 2: Name = "Walk though the land of fire and you discover you are from the earth"; break; } } if (this.m_Type == ShrineType.Justice) { switch (Utility.Random(3)) { case 0: Name = "The proper ordering of things and persons within a society"; break; case 1: Name = "To kill a murderer is to gain in this"; break; case 2: Name = "Somewhere around the large circular lake is where you will find the reason for punishment"; break; } } if (this.m_Type == ShrineType.Sacrifice) { switch (Utility.Random(3)) { case 0: Name = "I offer to you the heart of this goat"; break; case 1: Name = "Selfless deeds to aid others"; break; case 2: Name = "Far to the north is where I will slaughter this bull in your name my lord"; break; } } if (this.m_Type == ShrineType.Spirituality) { switch (Utility.Random(3)) { case 0: Name = "I shall travel the path of enlightenment"; break; case 1: Name = "Attempting to form a closer connection to the creator"; break; case 2: Name = "Above a small pool of water I connect to something greater then my self"; break; } } if (this.m_Type == ShrineType.Valour) { switch (Utility.Random(3)) { case 0: Name = "I have courage"; break; case 1: Name = "Fortitude and bravery traits of this"; break; case 2: Name = "Travel to an island in the south and you will find a sword etched in marble"; break; } } if (this.m_Type == ShrineType.Wisdom) { switch (Utility.Random(3)) { case 0: Name = "Accumulated philosophic or scientific knowledge"; break; case 1: Name = "The only one of ten to be hidden away in a dungeon"; break; case 2: Name = "Only deep within contempt will one find good judgment"; break; } } }