示例#1
0
        /// <inheritdoc />
        public Weapon Convert(ItemDTO value, object state)
        {
            var entity = new Scepter();

            this.Merge(entity, value, state);
            return(entity);
        }
示例#2
0
        private void CreateClassic()
        {
            m_MoveSound    = 823;
            m_CaptureSound = 824;
            m_DeathSound   = 814;

            m_Piece.Female    = true;
            m_Piece.BodyValue = 0x191;

            if (m_BChessboard.OverrideMinorHue)
            {
                m_Piece.Hue = Hue;
            }
            else
            {
                m_Piece.Hue = m_BChessboard.SkinHue;
            }
            m_Piece.AddItem(new LongHair(m_BChessboard.OverrideMinorHue ? Hue : m_BChessboard.HairHue));

            Item item = null;

            item = new FancyDress(Hue);
            m_Piece.AddItem(item);

            item = new Sandals(MinorHue);
            m_Piece.AddItem(item);

            item     = new Scepter();
            item.Hue = MinorHue;
            m_Piece.AddItem(item);
        }
示例#3
0
    public static void Main()
    {
        var abyssalScepter   = new Scepter();
        var aegisOfTheLegion = new Aegis();
        var itemsList        = new List <IAbilityPower>();

        itemsList.Add(abyssalScepter);
        itemsList.Add(aegisOfTheLegion);

        var power = itemsList[0].abilityPower;
    }
示例#4
0
        public override void GenerateLoot()
        {
            Item blood = new BloodVial();

            blood.Name = "blood of " + this.Name;
            PackItem(blood);

            // since Vlad's secpter was newbied, lets generate a fresh one
            Scepter weapon = new Scepter();

            Loot.ImbueWeaponOrArmor(weapon, 6, 0, Utility.RandomBool());
            PackItem(weapon, false);
        }
示例#5
0
        public MagePeacemaker() : base(AIType.AI_Mage, 5)
        {
            SetStr(40, 60);
            SetDex(40, 60);
            SetInt(220, 300);

            BaseWeapon weapon;

            switch (Utility.Random(2))
            {
            case 0:
                weapon = new Scepter();
                break;

            default:
                weapon = new MagicWand();
                break;
            }
            weapon.Attributes.SpellChanneling = 1;
            AddItem(weapon);

            SetDamageType(ResistanceType.Physical, 0);

            if (Utility.RandomBool())
            {
                SetDamageType(ResistanceType.Cold, 60);
            }
            else
            {
                SetDamageType(ResistanceType.Fire, 60);
            }

            if (Utility.RandomBool())
            {
                SetDamageType(ResistanceType.Energy, 40);
            }
            else
            {
                SetDamageType(ResistanceType.Poison, 40);
            }

            SetSkill(SkillName.EvalInt, 90, 100);
            SetSkill(SkillName.Magery, 90, 100);
            SetSkill(SkillName.Necromancy, 0, 110);
            SetSkill(SkillName.SpiritSpeak, 90, 110);
            SetSkill(SkillName.MagicResist, 90, 120);
            SetSkill(SkillName.Tactics, 50, 70);
            SetSkill(SkillName.Macing, 60, 80);
        }
        public override void InitOutfit()
        {
            WipeLayers();

            // add a "wooden stake" to our loot
            Shaft WoodenStake = new Shaft();

            WoodenStake.Hue  = 51;
            WoodenStake.Name = "wooden stake";
            PackItem(WoodenStake);

            // black backpack. we need a backpack so our walking-dead can be disarmed, and black is cool
            Backpack.Hue = 0x01;

            // add Scepter
            Scepter weapon = new Scepter();                     // can disarm, but can't steal

            weapon.LootType = LootType.Newbied;                 // can't steal
            weapon.Movable  = false;                            // can't disarm
            weapon.Name     = "an impaler";                     // give it a name
            AddItem(weapon);

            Item hair  = new LongHair(1);
            Item pants = new LongPants(0x1);
            Item shirt = new FancyShirt();

            hair.Layer = Layer.Hair;
            AddItem(hair);
            AddItem(pants);
            AddItem(shirt);

            Item necklace = new GoldNecklace();

            AddItem(necklace);
            Item ring = new GoldRing();

            AddItem(ring);
            Item bracelet = new GoldBracelet();

            AddItem(bracelet);

            Item boots = new Sandals(0x1);

            AddItem(boots);
        }
示例#7
0
        private void CreateClassic()
        {
            m_MoveSound      = 1055;
            m_CaptureSound   = 1068;
            m_DeathSound     = 0;
            m_CheckSound     = 1086;
            m_CheckMateSound = 1088;

            m_Piece.Female    = false;
            m_Piece.BodyValue = 0x190;

            if (m_BChessboard.OverrideMinorHue)
            {
                m_Piece.Hue = Hue;
            }
            else
            {
                m_Piece.Hue = m_BChessboard.SkinHue;
            }
            m_Piece.AddItem(new ShortHair(m_BChessboard.OverrideMinorHue ? Hue : m_BChessboard.HairHue));

            Item item = null;

            item = new Boots(MinorHue);
            m_Piece.AddItem(item);

            item = new LongPants(Hue);
            m_Piece.AddItem(item);

            item = new FancyShirt(Hue);
            m_Piece.AddItem(item);

            item = new Doublet(MinorHue);
            m_Piece.AddItem(item);

            item = new Cloak(MinorHue);
            m_Piece.AddItem(item);

            item = new JesterHat(MinorHue);
            m_Piece.AddItem(item);

            item     = new Scepter();
            item.Hue = MinorHue;
            m_Piece.AddItem(item);
        }
        public Item CreateItem(string name)
        {
            {
                Item item;

                switch (name)
                {
                case "BroadAxe":
                    item = new BroadAxe();
                    break;

                case "Flail":
                    item = new Flail();
                    break;

                case "Scepter":
                    item = new Scepter();
                    break;

                case "ShortSword":
                    item = new ShortSword();
                    break;

                case "Occulus":
                    item = new Occulus();
                    break;

                case "BoneShield":
                    item = new BoneShield();
                    break;

                default:
                    throw new ArgumentException($"invalid item \"{name}\"");
                }

                return(item);
            }
        }
示例#9
0
        public override void BuildEquipment()
        {
            Item weapon = null;

            switch (TribeType)
            {
            default:
            case EodonTribe.Jukari:
                SetWearable(new LeatherLegs(), 1175);
                SetWearable(new Shirt(), 1175);
                SetWearable(new Torch());
                weapon     = new Bokuto();
                weapon.Hue = 1175;
                break;

            case EodonTribe.Kurak:
                SetWearable(new LeatherDo(), 1175);
                SetWearable(new FancyShirt(), 1175);
                SetWearable(new TattsukeHakama());
                SetWearable(new Sandals(), 1175);
                weapon     = new Tekagi();
                weapon.Hue = 1175;
                break;

            case EodonTribe.Barrab:
                SetWearable(new PlateDo(), 1828);
                SetWearable(new PlateSuneate(), 1828);
                SetWearable(new DecorativePlateKabuto(), 1834);
                SetWearable(new Sandals(), 1828);
                weapon     = new Spear();
                weapon.Hue = 1828;
                break;

            case EodonTribe.Barako:
                SetWearable(new BoneChest(), 2407);
                SetWearable(new LeatherNinjaPants(), 2407);
                SetWearable(new StuddedHiroSode(), 2407);
                SetWearable(new BoneGloves(), 2407);
                SetWearable(new StuddedGorget(), 2407);
                SetWearable(new Boots(), 2407);
                weapon     = new Scepter();
                weapon.Hue = 2407;
                break;

            case EodonTribe.Urali:
                SetWearable(new ChainLegs(), 2576);
                SetWearable(new DragonChest(), 2576);
                SetWearable(new DragonArms(), 2576);
                SetWearable(new MetalShield(), 2576);
                SetWearable(new Circlet(), 2576);
                SetWearable(new JinBaori(), 2592);
                SetWearable(new Waraji(), 2576);
                break;

            case EodonTribe.Sakkhra:
                SetWearable(new StuddedChest(), 2118);
                SetWearable(new LeatherArms(), 2106);
                SetWearable(new LeatherGloves(), 2106);
                SetWearable(new SkullCap(), 2118);
                SetWearable(new RingmailLegs(), 2106);
                SetWearable(new ThighBoots(), 2106);
                weapon     = new Yumi();
                weapon.Hue = 2118;
                break;
            }

            if (weapon != null)
            {
                weapon.LootType = LootType.Blessed;
                SetWearable(weapon);
            }
        }
示例#10
0
 // Implement this method in a buddy class to set properties that are specific to 'Scepter' (if any)
 partial void Merge(Scepter entity, ItemDTO dto, object state);
        public override void GenerateLoot()
        {
            if (Core.UOAI || Core.UOAR)
            {
                Item blood = new BloodVial();
                blood.Name = "blood of " + this.Name;
                PackItem(blood);

                Scepter    Scepter = new Scepter();                          // since Vlad's secpter was newbied, lets generate a fresh one
                BaseWeapon weapon  = new TemplateWeapon();                   // not flippable
                Loot.ImbueWeaponOrArmor(weapon, 6, 0, Utility.RandomBool()); // give each one some level of uniqueness
                weapon.ItemID  = 0x2556;                                     // because scepters were dropped as shard birth-rares, we change the graphic to that of a lich's staff
                weapon.Movable = true;                                       // override fists default
                weapon.Visible = true;                                       // override fists default
                weapon.Weight  = Scepter.Weight;                             // use a ressonable weight
                weapon.Layer   = Layer.Invalid;                              // it cannot be equiped, so make sure the the system knows this
                weapon.Name    = "an impaler";                               // needs a name
                Scepter.Delete();                                            // no longer needed
                PackItem(weapon, false);

                Item item;
                switch (Utility.Random(10))
                {
                // Tarot, 4773 (mirror type, 4774); another type of Tarot, 4775 (mirror type, 4776)
                case 0:
                {
                    item        = new Item(4773);
                    item.Weight = 1;
                    PackItem(item);
                }
                break;

                case 1:
                {
                    item        = new Item(4774);
                    item.Weight = 1;
                    PackItem(item);
                }
                break;

                case 2:
                {
                    item        = new Item(4775);
                    item.Weight = 1;
                    PackItem(item);
                }
                break;

                case 3:
                {
                    item        = new Item(4776);
                    item.Weight = 1;
                    PackItem(item);
                }
                break;

                // Shackles, 4706 (mirror type, 4707)
                case 4:
                {
                    item        = new Item(4706);
                    item.Weight = 1;
                    PackItem(item);
                }
                break;

                case 5:
                {
                    item        = new Item(4707);
                    item.Weight = 1;
                    PackItem(item);
                }
                break;

                //"Kazikli Voyvoda"
                case 6:
                {
                    item        = new Item(7712);
                    item.Weight = 1;
                    item.Name   = "Kazikli Voyvoda";
                    PackItem(item);
                }
                break;

                case 7:
                {
                    item        = new Item(7713);
                    item.Weight = 2;
                    // http://www.spells4free.com/Article/vampires--7-Shurpu-Kishpu-The-Book-Of-Dreaming/547
                    item.Name = Utility.RandomBool() ? "Shurpu Kishpu" : "Hekal Tiamat";
                    PackItem(item);
                }
                break;

                // "a mask of vampiric death"
                case 8:
                {
                    item        = new Item(5147);
                    item.Weight = 2;
                    item.Hue    = 1001;
                    item.Layer  = Layer.Helm;
                    item.Name   = "a mask of vampiric death";
                    PackItem(item);
                }
                break;

                case 9:
                {
                    item        = new Item(5148);
                    item.Weight = 2;
                    item.Hue    = 1001;
                    item.Layer  = Layer.Helm;
                    item.Name   = "a mask of vampiric death";
                    PackItem(item);
                }
                break;
                }
            }
            else
            {
                if (Core.UOSP || Core.UOMO)
                {                       // ai special
                    if (Spawning)
                    {
                        PackGold(0);
                    }
                    else
                    {
                    }
                }
                else
                {                       // Standard RunUO
                                        // ai special
                }
            }
        }