using System; using Server.Items; using Server.Misc; namespace Server.Misc { class CitizenDressing { public static void CitizenDress( Mobile m, int job ) { bool specific = false; if ( job > 0 ) specific = true; if ( job < 1 ){ job = Utility.RandomMinMax(1,3); } int weapon = Utility.Random( 40 ); bool shield = true; if ( job == 1 ) // FIGHTER { weapon = Utility.RandomMinMax( 4, 32 ); if ( !specific && Utility.RandomMinMax(1,35) == 1 ) weapon = Utility.RandomMinMax( 37, 39 ); if ( Utility.RandomMinMax(1,20) == 1 ) { if ( Utility.RandomBool() ){ m.AddItem( new BoneArms() ); } else { m.AddItem( new OrcHelm() ); } m.AddItem( new BoneChest() ); m.AddItem( new BoneGloves() ); m.AddItem( new BoneHelm() ); m.AddItem( new BoneLegs() ); } else { switch ( Utility.Random( 10 ) ) { case 0: m.AddItem( new PlateHelm() ); break; case 1: m.AddItem( new ChainCoif() ); break; case 2: m.AddItem( new Bascinet() ); break; case 3: m.AddItem( new CloseHelm() ); break; case 4: m.AddItem( new Helmet() ); break; case 5: m.AddItem( new NorseHelm() ); break; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new PlateArms() ); break; case 1: m.AddItem( new RingmailArms() ); break; } switch ( Utility.Random( 2 ) ) { case 0: m.AddItem( new PlateGorget() ); break; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new PlateLegs() ); break; case 1: m.AddItem( new RingmailLegs() ); break; case 2: m.AddItem( new ChainLegs() ); break; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new PlateGloves() ); break; case 1: m.AddItem( new RingmailGloves() ); break; } switch ( Utility.Random( 3 ) ) { case 0: if ( m.Female && Utility.RandomBool() ){ m.AddItem( new FemalePlateChest() ); } else { m.AddItem( new PlateChest() ); } break; case 1: m.AddItem( new RingmailChest() ); break; case 2: m.AddItem( new ChainChest() ); break; } } switch ( Utility.Random( 2 ) ) { case 0: m.AddItem( new Boots() ); break; case 1: m.AddItem( new ThighBoots() ); break; } switch ( Utility.Random( 2 ) ) { case 0: m.AddItem( new Cloak( Utility.RandomHue() ) ); break; } switch ( Utility.Random( 10 ) ) { case 0: m.AddItem( new Robe( Utility.RandomHue() ) ); break; } } else if ( job == 2 ) // THIEF { weapon = Utility.RandomList( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 13, 37, 38, 39 ); switch ( Utility.Random( 2 ) ) { case 0: m.AddItem( new LeatherCap() ); break; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new StuddedArms() ); break; case 1: m.AddItem( new LeatherArms() ); break; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new StuddedGorget() ); break; case 1: m.AddItem( new LeatherGorget() ); break; } switch ( Utility.Random( 4 ) ) { case 0: m.AddItem( new LeatherLegs() ); break; case 1: m.AddItem( new LeatherShorts() ); break; case 2: m.AddItem( new LeatherSkirt() ); break; case 3: m.AddItem( new StuddedLegs() ); break; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new LeatherGloves() ); break; case 1: m.AddItem( new StuddedGloves() ); break; } switch ( Utility.Random( 2 ) ) { case 0: if ( m.Female && Utility.RandomBool() ){ m.AddItem( new FemaleStuddedChest() ); } else { m.AddItem( new StuddedChest() ); } break; case 1: if ( m.Female && Utility.RandomBool() ){ m.AddItem( new FemaleLeatherChest() ); } else { m.AddItem( new LeatherChest() ); } break; } switch ( Utility.Random( 2 ) ) { case 0: m.AddItem( new Boots() ); break; case 1: m.AddItem( new ThighBoots() ); break; } switch ( Utility.Random( 2 ) ) { case 0: m.AddItem( new Cloak( Utility.RandomHue() ) ); break; } switch ( Utility.Random( 10 ) ) { case 0: m.AddItem( new Robe( Utility.RandomHue() ) ); break; } } else if ( job == 3 ) // WIZARD { weapon = Utility.RandomList( 0, 1, 2, 3, 5, 7, 9, 30, 33, 34, 35, 36, 38, 39 ); int robeHue = Utility.RandomHue(); int cloakHue = Utility.RandomHue(); int hatHue = Utility.RandomList( robeHue, cloakHue ); bool robed = false; bool cloaked = false; switch ( Utility.Random( 5 ) ) { case 0: m.AddItem( new FancyShirt( Utility.RandomHue() ) ); break; case 1: m.AddItem( new Doublet( Utility.RandomHue() ) ); break; case 2: m.AddItem( new Shirt( Utility.RandomHue() ) ); break; case 3: m.AddItem( new Tunic( Utility.RandomHue() ) ); break; case 4: m.AddItem( new Surcoat( Utility.RandomHue() ) ); break; } if ( m.Female ) { switch ( Utility.Random( 4 ) ) { case 0: m.AddItem( new Skirt( Utility.RandomHue() ) ); break; case 1: m.AddItem( new Kilt( Utility.RandomHue() ) ); break; case 2: m.AddItem( new LongPants( Utility.RandomHue() ) ); break; case 3: m.AddItem( new ShortPants( Utility.RandomHue() ) ); break; } } else { switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new LongPants( Utility.RandomHue() ) ); break; case 1: m.AddItem( new ShortPants( Utility.RandomHue() ) ); break; case 2: m.AddItem( new Kilt( Utility.RandomHue() ) ); break; } } switch ( Utility.Random( 4 ) ) { case 0: m.AddItem( new Shoes( Utility.RandomNeutralHue() ) ); break; case 1: m.AddItem( new Boots( Utility.RandomNeutralHue() ) ); break; case 2: m.AddItem( new Sandals( Utility.RandomNeutralHue() ) ); break; case 3: m.AddItem( new ThighBoots( Utility.RandomNeutralHue() ) ); break; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new LeatherGloves() ); break; } if ( Utility.RandomBool() ){ m.AddItem( new Cloak( cloakHue ) ); cloaked = true; } switch ( Utility.Random( 5 ) ) { case 0: if ( m.Female ){ m.AddItem( new PlainDress( robeHue ) ); } else { m.AddItem( new Robe( robeHue ) ); } robed = true; break; case 1: if ( m.Female ){ m.AddItem( new FancyDress( robeHue ) ); } else { m.AddItem( new Robe( robeHue ) ); } robed = true; break; case 2: m.AddItem( new Robe( robeHue ) ); robed = true; break; } if ( robed && !cloaked ){ hatHue = robeHue; } else if ( !robed && cloaked ){ hatHue = cloakHue; } switch ( Utility.Random( 13 ) ) { case 0: m.AddItem( new FloppyHat( hatHue ) ); break; case 1: m.AddItem( new Hood( hatHue ) ); break; case 2: m.AddItem( new WideBrimHat( hatHue ) ); break; case 3: m.AddItem( new Cap( hatHue ) ); break; case 4: m.AddItem( new SkullCap( hatHue ) ); break; case 5: m.AddItem( new Bandana( hatHue ) ); break; case 6: m.AddItem( new FeatheredHat( hatHue ) ); break; case 7: m.AddItem( new Hood( hatHue ) ); break; case 8: m.AddItem( new WizardsHat( hatHue ) ); break; case 9: m.AddItem( new WizardsHat( hatHue ) ); break; } } else if ( job == 4 ) // BRIGAND { weapon = Utility.RandomList( 1000 ); switch ( Utility.Random( 8 )) { case 0: m.AddItem( new Longsword() ); break; case 1: m.AddItem( new Cutlass() ); break; case 2: m.AddItem( new Broadsword() ); break; case 3: m.AddItem( new Axe() ); break; case 4: m.AddItem( new Club() ); break; case 5: m.AddItem( new Dagger() ); break; case 6: m.AddItem( new Rapier() ); break; case 7: m.AddItem( new Whip() ); break; } if ( Utility.RandomBool() ) { switch ( Utility.Random( 4 )) { case 0: m.AddItem( new Buckler() ); break; case 1: m.AddItem( new WoodenShield() ); break; case 2: m.AddItem( new WoodenKiteShield() ); break; case 3: m.AddItem( new MetalShield() ); break; } } switch ( Utility.Random( 5 ) ) { case 0: m.AddItem( new FancyShirt( Utility.RandomHue() ) ); break; case 1: m.AddItem( new Doublet( Utility.RandomHue() ) ); break; case 2: m.AddItem( new Shirt( Utility.RandomHue() ) ); break; case 3: m.AddItem( new Tunic( Utility.RandomHue() ) ); break; case 4: m.AddItem( new Surcoat( Utility.RandomHue() ) ); break; } if ( m.Female ) { switch ( Utility.Random( 4 ) ) { case 0: m.AddItem( new Skirt( Utility.RandomHue() ) ); break; case 1: m.AddItem( new Kilt( Utility.RandomHue() ) ); break; case 2: m.AddItem( new LongPants( Utility.RandomHue() ) ); break; case 3: m.AddItem( new ShortPants( Utility.RandomHue() ) ); break; } } else { switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new LongPants( Utility.RandomHue() ) ); break; case 1: m.AddItem( new ShortPants( Utility.RandomHue() ) ); break; case 2: m.AddItem( new Kilt( Utility.RandomHue() ) ); break; } } switch ( Utility.Random( 4 ) ) { case 0: m.AddItem( new Shoes( Utility.RandomNeutralHue() ) ); break; case 1: m.AddItem( new Boots( Utility.RandomNeutralHue() ) ); break; case 2: m.AddItem( new Sandals( Utility.RandomNeutralHue() ) ); break; case 3: m.AddItem( new ThighBoots( Utility.RandomNeutralHue() ) ); break; } if ( Utility.RandomBool() ) { switch ( Utility.Random( 7 ) ) { case 0: m.AddItem( new FloppyHat( Utility.RandomHue() ) ); break; case 1: m.AddItem( new Hood( Utility.RandomHue() ) ); break; case 2: m.AddItem( new WideBrimHat( Utility.RandomHue() ) ); break; case 3: m.AddItem( new Cap( Utility.RandomHue() ) ); break; case 4: m.AddItem( new SkullCap( Utility.RandomHue() ) ); break; case 5: m.AddItem( new Bandana( Utility.RandomHue() ) ); break; case 6: m.AddItem( new FeatheredHat( Utility.RandomHue() ) ); break; } } if ( Utility.RandomBool() ) { m.AddItem( new Cloak( Utility.RandomHue() ) ); } if ( Utility.RandomBool() ) { m.AddItem( new Robe( Utility.RandomHue() ) ); } } else if ( job == 5 ) // EVIL MAGE { weapon = 1000; int robeHue = Utility.RandomEvilHue(); int cloakHue = Utility.RandomEvilHue(); int shirtHue = Utility.RandomEvilHue(); int legsHue = Utility.RandomEvilHue(); int hatHue = Utility.RandomList( robeHue, cloakHue ); bool robed = false; bool cloaked = false; switch ( Utility.Random( 5 ) ) { case 0: m.AddItem( new FancyShirt( shirtHue ) ); break; case 1: m.AddItem( new Doublet( shirtHue ) ); break; case 2: m.AddItem( new Shirt( shirtHue ) ); break; case 3: m.AddItem( new Tunic( shirtHue ) ); break; case 4: m.AddItem( new Surcoat( shirtHue ) ); break; } if ( m.Female ) { switch ( Utility.Random( 4 ) ) { case 0: m.AddItem( new Skirt( legsHue ) ); break; case 1: m.AddItem( new Kilt( legsHue ) ); break; case 2: m.AddItem( new LongPants( legsHue ) ); break; case 3: m.AddItem( new ShortPants( legsHue ) ); break; } } else { switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new LongPants( legsHue ) ); break; case 1: m.AddItem( new ShortPants( legsHue ) ); break; case 2: m.AddItem( new Kilt( legsHue ) ); break; } } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new Shoes( Utility.RandomEvilHue() ) ); break; case 1: m.AddItem( new Boots() ); break; case 2: m.AddItem( new ThighBoots() ); break; } if ( Utility.RandomBool() ){ m.AddItem( new Cloak( cloakHue ) ); cloaked = true; } switch ( Utility.Random( 3 ) ) { case 0: if ( m.Female ){ m.AddItem( new PlainDress( robeHue ) ); } else { m.AddItem( new Robe( robeHue ) ); } robed = true; break; case 1: if ( m.Female ){ m.AddItem( new FancyDress( robeHue ) ); } else { m.AddItem( new Robe( robeHue ) ); } robed = true; break; case 2: m.AddItem( new Robe( robeHue ) ); robed = true; break; } if ( robed && !cloaked ){ hatHue = robeHue; } else if ( !robed && cloaked ){ hatHue = cloakHue; } switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new Hood( hatHue ) ); break; case 1: m.AddItem( new WizardsHat( hatHue ) ); break; } } switch ( weapon ) { case 0: m.AddItem( new ButcherKnife() ); break; case 1: m.AddItem( new Cleaver() ); break; case 2: m.AddItem( new Dagger() ); break; case 3: m.AddItem( new SkinningKnife() ); break; case 4: m.AddItem( new Broadsword() ); break; case 5: m.AddItem( new Cutlass() ); break; case 6: m.AddItem( new Katana() ); break; case 7: m.AddItem( new Kryss() ); break; case 8: m.AddItem( new Longsword() ); break; case 9: m.AddItem( new Scimitar() ); break; case 10: m.AddItem( new ThinLongsword() ); break; case 11: m.AddItem( new VikingSword() ); break; case 12: m.AddItem( new Scythe() ); shield = false; break; case 13: m.AddItem( new Rapier() ); break; case 14: m.AddItem( new BattleAxe() ); shield = false; break; case 15: m.AddItem( new DoubleAxe() ); shield = false; break; case 16: m.AddItem( new GreatAxe() ); shield = false; break; case 17: m.AddItem( new LargeBattleAxe() ); shield = false; break; case 18: m.AddItem( new Pickaxe() ); shield = false; break; case 19: m.AddItem( new TwoHandedAxe() ); shield = false; break; case 20: m.AddItem( new WarAxe() ); shield = false; break; case 21: m.AddItem( new Axe() ); shield = false; break; case 22: m.AddItem( new Spear() ); shield = false; break; case 23: m.AddItem( new Pitchfork() ); shield = false; break; case 24: m.AddItem( new Pike() ); shield = false; break; case 25: m.AddItem( new Bardiche() ); shield = false; break; case 26: m.AddItem( new Halberd() ); shield = false; break; case 27: m.AddItem( new Club() ); break; case 28: m.AddItem( new HammerPick() ); break; case 29: m.AddItem( new Mace() ); break; case 30: m.AddItem( new Maul() ); break; case 31: m.AddItem( new WarHammer() ); break; case 32: m.AddItem( new WarMace() ); break; case 33: m.AddItem( new BlackStaff() ); shield = false; break; case 34: m.AddItem( new GnarledStaff() ); shield = false; break; case 35: m.AddItem( new QuarterStaff() ); shield = false; break; case 36: m.AddItem( new ShepherdsCrook() ); shield = false; break; case 37: m.AddItem( new HeavyCrossbow() ); shield = false; break; case 38: m.AddItem( new Bow() ); shield = false; break; case 39: m.AddItem( new Crossbow() ); shield = false; break; } if ( shield && job == 1 && Utility.RandomBool() ) { switch ( Utility.Random( 8 ) ) { case 0: m.AddItem( new BronzeShield() ); break; case 1: m.AddItem( new ChaosShield() ); break; case 2: m.AddItem( new HeaterShield() ); break; case 3: m.AddItem( new MetalKiteShield() ); break; case 4: m.AddItem( new MetalShield() ); break; case 5: m.AddItem( new OrderShield() ); break; case 6: m.AddItem( new WoodenKiteShield() ); break; case 7: m.AddItem( new WoodenShield() ); break; } } else if ( shield && job == 2 && Utility.RandomBool() ) { switch ( Utility.Random( 3 ) ) { case 0: m.AddItem( new Buckler() ); break; case 1: m.AddItem( new WoodenKiteShield() ); break; case 2: m.AddItem( new WoodenShield() ); break; } } else if ( shield && job == 3 && Utility.RandomBool() ) { switch ( Utility.Random( 4 ) ) { case 0: m.AddItem( new Buckler() ); break; } } } public static void RemoveMyGear( Mobile m ) { if ( m.FindItemOnLayer( Layer.OneHanded ) != null ) { m.FindItemOnLayer( Layer.OneHanded ).Delete(); } if ( m.FindItemOnLayer( Layer.TwoHanded ) != null ) { m.FindItemOnLayer( Layer.TwoHanded ).Delete(); } if ( m.FindItemOnLayer( Layer.FirstValid ) != null ) { m.FindItemOnLayer( Layer.FirstValid ).Delete(); } if ( m.FindItemOnLayer( Layer.Helm ) != null ) { m.FindItemOnLayer( Layer.Helm ).Delete(); } if ( m.FindItemOnLayer( Layer.Gloves ) != null ) { m.FindItemOnLayer( Layer.Gloves ).Delete(); } } } }