private static void AddBeard(Mobile m, int itemID, int hue)
        {
            if (m.Female)
            {
                return;
            }

            Item item;

            switch (itemID & 0x3FFF)
            {
            case 0x203E: item = new LongBeard(hue); break;

            case 0x203F: item = new ShortBeard(hue); break;

            case 0x2040: item = new Goatee(hue); break;

            case 0x2041: item = new Mustache(hue); break;

            case 0x204B: item = new MediumShortBeard(hue); break;

            case 0x204C: item = new MediumLongBeard(hue); break;

            case 0x204D: item = new Vandyke(hue); break;

            default: return;
            }

            m.AddItem(item);
        }
示例#2
0
        public virtual Item AddRandomFacialHair(int hairHue)
        {
            Item hair = null;

            switch (Utility.Random(5))
            {
            case 0: AddItem(hair = new LongBeard(hairHue)); break;

            case 1: AddItem(hair = new MediumLongBeard(hairHue)); break;

            case 2: AddItem(hair = new Vandyke(hairHue)); break;

            case 3: AddItem(hair = new Mustache(hairHue)); break;

            case 4: AddItem(hair = new Goatee(hairHue)); break;
            }
            return(hair);
        }
        public DwarvenChampion() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4)
        {
            Name      = NameList.RandomName("dwarfmale");
            Title     = "the Champion";
            SpeechHue = Utility.RandomDyedHue();
            Hue       = Utility.RandomSkinHue();
            Body      = 0x190;
            Level     = 10;

            new RidableLlama().Rider = this;

            LongBeard facialhair = new LongBeard(Utility.RandomDyedHue());

            facialhair.Movable = false;
            AddItem(facialhair);
            PlateChest chest = new PlateChest();

            chest.Hue     = 0x8AF;
            chest.Movable = false;
            AddItem(chest);
            PlateArms arms = new PlateArms();

            arms.Hue     = 0x8AF;
            arms.Movable = false;
            AddItem(arms);
            PlateGloves gloves = new PlateGloves();

            gloves.Hue     = 0x8AF;
            gloves.Movable = false;
            AddItem(gloves);
            PlateGorget gorget = new PlateGorget();

            gorget.Hue     = 0x8AF;
            gorget.Movable = false;
            AddItem(gorget);
            PlateLegs legs = new PlateLegs();

            legs.Hue     = 0x8AF;
            legs.Movable = false;
            AddItem(legs);
            NorseHelm helm = new NorseHelm();

            helm.Hue     = 0x8AF;
            helm.Movable = false;
            AddItem(helm);
            Cloak cloak = new Cloak();

            cloak.Hue     = 0x8B0;
            cloak.Movable = false;
            AddItem(cloak);

            PackGold(10, 17);

            SetSkill(SkillName.MagicResist, 80.0, 99.5);
            SetSkill(SkillName.Swords, 90.0, 102.5);
            SetSkill(SkillName.Tactics, 85.0, 97.5);
            SetSkill(SkillName.Wrestling, 65.0, 77.5);

            SetStr(456, 530);
            SetDex(191, 255);
            SetInt(141, 165);
            SetHits(470, 580);
            SetDamage(11, 17);

            SetResistance(ResistanceType.Physical, 10, 25);
            SetResistance(ResistanceType.Fire, 10, 25);
            SetResistance(ResistanceType.Energy, 10, 25);
            SetResistance(ResistanceType.Cold, 10, 25);
            SetResistance(ResistanceType.Poison, 20, 30);

            Karma = 5000;
            Fame  = 5000;

            switch (Utility.Random(5))
            {
            case 0: AddItem(new BattleAxe()); break;

            case 1: AddItem(new LargeBattleAxe()); break;

            case 2: AddItem(new TwoHandedAxe()); break;

            case 3: AddItem(new Axe()); break;

            case 4: AddItem(new DoubleAxe()); break;
            }
        }
        public DwarvenWarrior() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.2, 0.4)
        {
            Name      = NameList.RandomName("dwarfmale");
            Title     = "the Warrior";
            SpeechHue = Utility.RandomDyedHue();
            Hue       = Utility.RandomSkinHue();
            Body      = 0x190;
            Level     = 7;

            LongBeard facialhair = new LongBeard(Utility.RandomDyedHue());

            facialhair.Movable = false;
            AddItem(facialhair);
            PlateChest chest = new PlateChest();

            chest.Hue     = 0x966;
            chest.Movable = false;
            AddItem(chest);
            PlateArms arms = new PlateArms();

            arms.Hue     = 0x966;
            arms.Movable = false;
            AddItem(arms);
            PlateGloves gloves = new PlateGloves();

            gloves.Hue     = 0x966;
            gloves.Movable = false;
            AddItem(gloves);
            PlateGorget gorget = new PlateGorget();

            gorget.Hue     = 0x966;
            gorget.Movable = false;
            AddItem(gorget);
            PlateLegs legs = new PlateLegs();

            legs.Hue     = 0x966;
            legs.Movable = false;
            AddItem(legs);
            NorseHelm helm = new NorseHelm();

            helm.Hue     = 0x966;
            helm.Movable = false;
            AddItem(helm);
            Cloak cloak = new Cloak();

            cloak.Hue     = 0x966;
            cloak.Movable = false;
            AddItem(cloak);

            PackGold(6, 8);

            SetSkill(SkillName.MagicResist, 50.0, 61.5);
            SetSkill(SkillName.Swords, 70.0, 90.5);
            SetSkill(SkillName.Tactics, 65.0, 87.5);
            SetSkill(SkillName.Wrestling, 25.0, 47.5);

            SetStr(106, 150);
            SetDex(91, 125);
            SetInt(41, 65);
            SetHits(140, 180);
            SetDamage(9, 16);

            Karma = 1000;
            Fame  = 1000;

            switch (Utility.Random(5))
            {
            case 0: AddItem(new BattleAxe()); break;

            case 1: AddItem(new LargeBattleAxe()); break;

            case 2: AddItem(new TwoHandedAxe()); break;

            case 3: AddItem(new Axe()); break;

            case 4: AddItem(new DoubleAxe()); break;
            }
        }
示例#5
0
        public override void InitOutfit()
        {
            WipeLayers();

            if (Core.UOAI || Core.UOAR)
            {
                AddItem(new Sandals());

                Item EvilMageRobe = new Robe();
                EvilMageRobe.Hue      = 0x1;
                EvilMageRobe.LootType = LootType.Newbied;
                AddItem(EvilMageRobe);

                Item BDB = new BloodDrenchedBandana();
                BDB.LootType = LootType.Newbied;
                AddItem(BDB);

                Item Cloak = new Cloak();
                Cloak.Hue      = 0x1;
                Cloak.LootType = LootType.Newbied;
                AddItem(Cloak);

                Item Bracelet = new GoldBracelet();
                Bracelet.LootType = LootType.Newbied;
                AddItem(Bracelet);

                Item Ring = new GoldRing();
                Ring.LootType = LootType.Newbied;
                AddItem(Ring);

                Item hair = new LongHair();
                hair.Hue     = 0x47E;
                hair.Layer   = Layer.Hair;
                hair.Movable = false;
                AddItem(hair);

                Item beard = new Goatee();
                beard.Hue     = 0x47E;
                beard.Movable = false;
                AddItem(beard);
            }
            else
            {
                if (Blackthorns_Revenge == false)
                {                                              // not Todd's graphics, so we need to dress
                    AddItem(new Robe(Utility.RandomRedHue())); // TODO: Proper hue

                    // Don't think we should drop the sandals .. stratics is unclear when it comes to clothes.
                    // http://web.archive.org/web/20020207054748/uo.stratics.com/hunters/evilmage.shtml
                    //  Red Robe: 0 to 50 Gold, Scrolls (circles 1-7), Reagents

                    /*Sandals shoes = new Sandals();
                     * if (Core.UOSP || Core.UOMO)
                     *      shoes.LootType = LootType.Newbied;
                     * AddItem(shoes);*/


                    /* Publish 4
                     * Shopkeeper Changes
                     * NPC shopkeepers will no longer have colored sandals. Evil NPC Mages will carry these items.
                     */
                    if (Core.Publish >= 4)
                    {
                        // http://forums.uosecondage.com/viewtopic.php?f=8&t=22266
                        // runuo.com/community/threads/evil-mage-hues.91540/
                        if (0.18 >= Utility.RandomDouble())
                        {
                            AddItem(new Shoes(Utility.RandomRedHue()));
                        }
                        else
                        {
                            AddItem(new Sandals(Utility.RandomRedHue()));
                        }
                    }
                    else
                    {
                        AddItem(new Sandals());
                    }
                }

                Item hair = null;
                switch (Utility.Random(4))
                {
                case 0:                         //  bald
                    break;

                case 1:
                    hair = new ShortHair();
                    break;

                case 2:
                    hair = new LongHair();
                    break;

                case 3:
                    hair = new ReceedingHair();
                    break;
                }

                if (hair != null)
                {
                    hair.Hue     = Utility.RandomHairHue();
                    hair.Layer   = Layer.Hair;
                    hair.Movable = false;
                    AddItem(hair);
                }

                Item beard = null;
                switch (Utility.Random(4))
                {
                case 0:                         //  clean shaven
                    break;

                case 1:
                    beard = new LongBeard();
                    break;

                case 2:
                    beard = new ShortBeard();
                    break;

                case 3:
                    beard = new MediumLongBeard();
                    break;

                case 4:
                    beard = new MediumShortBeard();
                    break;
                }

                if (beard != null)
                {
                    beard.Hue     = (hair != null) ? hair.Hue : Utility.RandomHairHue();                 // do the drapes match the carpet?
                    beard.Movable = false;
                    beard.Layer   = Layer.FacialHair;
                    AddItem(beard);
                }
            }
        }
示例#6
0
        public override void InitOutfit()
        {
            WipeLayers();

            if (Core.UOAI || Core.UOAR)
            {
                if (Utility.RandomBool())
                {
                    AddItem(new Shoes(Utility.RandomBlueHue()));
                }
                else
                {
                    AddItem(new Sandals(Utility.RandomBlueHue()));
                }

                //New Fall Fashions!

                Item EvilMageRobe = new Robe();
                EvilMageRobe.Hue      = 0x1;
                EvilMageRobe.LootType = LootType.Newbied;
                AddItem(EvilMageRobe);

                Item EvilWizHat = new WizardsHat();
                EvilWizHat.Hue      = 0x1;
                EvilWizHat.LootType = LootType.Newbied;
                AddItem(EvilWizHat);

                Item Bracelet = new GoldBracelet();
                Bracelet.LootType = LootType.Newbied;
                AddItem(Bracelet);

                Item Ring = new GoldRing();
                Ring.LootType = LootType.Newbied;
                AddItem(Ring);

                Item hair = new LongHair();
                hair.Hue     = 0x47E;
                hair.Layer   = Layer.Hair;
                hair.Movable = false;
                AddItem(hair);

                Item beard = new MediumLongBeard();
                beard.Hue     = 0x47E;
                beard.Movable = false;
                beard.Layer   = Layer.FacialHair;
                AddItem(beard);
            }
            else
            {
                if (Blackthorns_Revenge == false)
                {                       // not Todd's graphocs, so we dress
                                        // evil mage lord colors 1106 1109
                    AddItem(new Robe(Utility.Random(1106, 4)));

                    // Don't think we should drop the sandals .. stratics is unclear when it comes to clothes.
                    // http://web.archive.org/web/20020414131123/uo.stratics.com/hunters/evilmagelord.shtml
                    // Blue Robe: 200 to 250 Gold, Gems, Scrolls (circles 4-7), Reagents

                    /*Sandals shoes = new Sandals();
                     * if (Core.UOSP || Core.UOMO)
                     *      shoes.LootType = LootType.Newbied;
                     * AddItem(shoes);*/

                    /* Publish 8
                     * Shopkeeper Changes
                     * NPC shopkeepers will no longer have colored sandals. Evil NPC Mages will carry these items.
                     */
                    if (Core.Publish >= 4)
                    {
                        // http://forums.uosecondage.com/viewtopic.php?f=8&t=22266
                        // runuo.com/community/threads/evil-mage-hues.91540/
                        if (0.20 >= Utility.RandomDouble())
                        {
                            AddItem(new Shoes(Utility.RandomBlueHue()));
                        }
                        else
                        {
                            AddItem(new Sandals(Utility.RandomBlueHue()));
                        }
                    }
                    else
                    {
                        AddItem(new Sandals());
                    }
                }

                Item hair = null;
                switch (Utility.Random(4))
                {
                case 0:                         //  bald
                    break;

                case 1:
                    hair = new ShortHair();
                    break;

                case 2:
                    hair = new LongHair();
                    break;

                case 3:
                    hair = new ReceedingHair();
                    break;
                }

                if (hair != null)
                {
                    hair.Hue     = Utility.RandomHairHue();
                    hair.Layer   = Layer.Hair;
                    hair.Movable = false;
                    AddItem(hair);
                }

                Item beard = null;
                switch (Utility.Random(4))
                {
                case 0:                         //  clean shaven
                    break;

                case 1:
                    beard = new LongBeard();
                    break;

                case 2:
                    beard = new ShortBeard();
                    break;

                case 3:
                    beard = new MediumLongBeard();
                    break;

                case 4:
                    beard = new MediumShortBeard();
                    break;
                }

                if (beard != null)
                {
                    beard.Hue     = (hair != null) ? hair.Hue : Utility.RandomHairHue();                 // do the drapes match the carpet?
                    beard.Movable = false;
                    beard.Layer   = Layer.FacialHair;
                    AddItem(beard);
                }
            }
        }