public ArcherPeacemaker() : base(AIType.AI_Archer, 8) { SetStr(70, 90); SetDex(100, 150); SetInt(20, 35); Item weapon; switch (Utility.Random(4)) { case 0: weapon = new BarbedLongbow(); break; case 1: weapon = new CompositeBow(); break; case 2: weapon = new JukaBow(); break; default: weapon = new Bow(); break; } AddItem(weapon); SetSkill(SkillName.Tactics, 70, 95); SetSkill(SkillName.Archery, 70, 100); SetSkill(SkillName.Fencing, 65, 100); SetSkill(SkillName.MagicResist, 80, 110); SetSkill(SkillName.Macing, 75, 100); SetSkill(SkillName.Wrestling, 65, 100); SetSkill(SkillName.Healing, 65, 75); SetSkill(SkillName.Anatomy, 80, 90); }
public ArcherPeacemaker() : base(AIType.AI_Archer, 8) { SetStr(70, 90); SetDex(100, 150); SetInt(20, 35); Item weapon; switch (Utility.Random(4)) { case 0: weapon = new BarbedLongbow(); break; case 1: weapon = new CompositeBow(); break; case 2: weapon = new JukaBow(); break; default: weapon = new Bow(); break; } AddItem(weapon); AddItem(new Quiver()); Container pack = new Backpack(); pack.Movable = false; pack.DropItem(new Arrow(50)); SetSkill(SkillName.Tactics, 70.1, 95.0); SetSkill(SkillName.Archery, 70.1, 100.0); SetSkill(SkillName.Fencing, 65.1, 100.0); SetSkill(SkillName.MagicResist, 80.1, 110.0); SetSkill(SkillName.Macing, 75.1, 100.0); SetSkill(SkillName.Wrestling, 65.1, 100.0); SetSkill(SkillName.Healing, 65.1, 75.0); SetSkill(SkillName.Anatomy, 80.1, 90.0); }