示例#1
0
        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 TempleCrusaderOfElmhaven() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.1, 0.2)
        {
            Title = "Temple Crusader of Elmhaven";

            SetStr(1200, 1500);
            SetDex(200, 500);
            SetInt(100, 200);

            SetHits(1500, 2000);

            SetDamage(15, 20);

            SetSkill(SkillName.Anatomy, 100.0, 100.0);
            SetSkill(SkillName.Healing, 25.0, 35.0);
            SetSkill(SkillName.Macing, 100.0, 100.0);
            SetSkill(SkillName.Parry, 100.0, 100.0);
            SetSkill(SkillName.Swords, 100.0, 100.0);
            SetSkill(SkillName.Tactics, 100.0, 100.0);

            Karma = 10000;

            WarMace weapon = new WarMace();

            weapon.Hue     = 2126;
            weapon.Movable = true;
            weapon.Quality = WeaponQuality.Exceptional;
            AddItem(weapon);

            AddItem(new HeavyBoots(2130));
            AddItem(new Bandana(2125));
            AddItem(new Cloak(2126));

            CrusaderGorget gorget = new CrusaderGorget();

            gorget.Hue     = 2126;
            gorget.Movable = true;
            AddItem(gorget);

            CrusaderBreastplate chest = new CrusaderBreastplate();

            chest.Hue     = 2130;
            chest.Movable = true;
            AddItem(chest);

            CrusaderSleeves arms = new CrusaderSleeves();

            arms.Hue     = 2126;
            arms.Movable = true;
            AddItem(arms);

            CrusaderGauntlets gloves = new CrusaderGauntlets();

            gloves.Hue     = 2130;
            gloves.Movable = true;
            AddItem(gloves);

            CrusaderLeggings legs = new CrusaderLeggings();

            legs.Hue     = 2130;
            legs.Movable = true;
            AddItem(legs);

            MetalKiteShield shield = new MetalKiteShield();

            shield.Hue     = 2130;
            shield.Movable = true;
            AddItem(shield);

            if (Female = Utility.RandomBool())
            {
                Body = 401;
                Name = NameList.RandomName("female");
            }
            else
            {
                Body = 400;
                Name = NameList.RandomName("male");
            }

            Utility.AssignRandomHair(this);
        }