Exemple #1
0
        private void Init()
        {
            #region defineItems

            // item db check
            RecruitsShortSword = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_short_sword_hib");
            if (RecruitsShortSword == null)
            {
                RecruitsShortSword      = new ItemTemplate();
                RecruitsShortSword.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.MagicalBacklash.Init.Text1");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsShortSword.Name + ", creating it ...");
                }

                RecruitsShortSword.Level  = 5;
                RecruitsShortSword.Weight = 18;
                RecruitsShortSword.Model  = 3;
                RecruitsShortSword.Hand   = 2;

                RecruitsShortSword.Object_Type = (int)eObjectType.Blades;
                RecruitsShortSword.Item_Type   = (int)eEquipmentItems.RIGHT_HAND;
                RecruitsShortSword.Id_nb       = "recruits_short_sword_hib";
                RecruitsShortSword.Price       = 0;
                RecruitsShortSword.IsPickable  = true;
                RecruitsShortSword.IsDropable  = false;                // can't be sold to merchand

                RecruitsShortSword.DPS_AF     = 24;
                RecruitsShortSword.SPD_ABS    = 30;
                RecruitsShortSword.Bonus      = 1;
                RecruitsShortSword.Bonus1     = 3;
                RecruitsShortSword.Bonus1Type = (int)eProperty.Strength;
                RecruitsShortSword.Bonus2     = 1;
                RecruitsShortSword.Bonus2Type = (int)eProperty.AllMeleeWeaponSkills;
                RecruitsShortSword.Bonus3     = 1;
                RecruitsShortSword.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsShortSword.Bonus4     = 1;
                RecruitsShortSword.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsShortSword.Bonus5     = 1;
                RecruitsShortSword.Bonus5Type = (int)eProperty.Quickness;

                RecruitsShortSword.Quality       = 100;
                RecruitsShortSword.Condition     = 50000;
                RecruitsShortSword.MaxCondition  = 50000;
                RecruitsShortSword.Durability    = 50000;
                RecruitsShortSword.MaxDurability = 50000;
                RecruitsShortSword.Type_Damage   = 2;

                //You don't have to store the created item in the db if you don't want,
                //it will be recreated each time it is not found, just comment the following
                //line if you rather not modify your database
                if (SAVE_INTO_DATABASE)
                {
                    GameServer.Database.AddObject(RecruitsShortSword);
                }
            }
            RecruitsDirk = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_dirk");
            if (RecruitsDirk == null)
            {
                RecruitsDirk      = new ItemTemplate();
                RecruitsDirk.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.MagicalBacklash.Init.Text2");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsDirk.Name + ", creating it ...");
                }

                RecruitsDirk.Level  = 5;
                RecruitsDirk.Weight = 8;
                RecruitsDirk.Model  = 21;
                RecruitsDirk.Hand   = 2;

                RecruitsDirk.Object_Type = (int)eObjectType.ThrustWeapon;
                RecruitsDirk.Item_Type   = (int)eEquipmentItems.RIGHT_HAND;
                RecruitsDirk.Id_nb       = "recruits_dirk";
                RecruitsDirk.Price       = 0;
                RecruitsDirk.IsPickable  = true;
                RecruitsDirk.IsDropable  = false;                // can't be sold to merchand

                RecruitsDirk.DPS_AF     = 24;
                RecruitsDirk.SPD_ABS    = 26;
                RecruitsDirk.Bonus      = 1;
                RecruitsDirk.Bonus1     = 3;
                RecruitsDirk.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsDirk.Bonus2     = 1;
                RecruitsDirk.Bonus2Type = (int)eProperty.AllMeleeWeaponSkills;
                RecruitsDirk.Bonus3     = 1;
                RecruitsDirk.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsDirk.Bonus4     = 1;
                RecruitsDirk.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsDirk.Bonus5     = 1;
                RecruitsDirk.Bonus5Type = (int)eProperty.Strength;

                RecruitsDirk.Quality       = 100;
                RecruitsDirk.Condition     = 50000;
                RecruitsDirk.MaxCondition  = 50000;
                RecruitsDirk.Durability    = 50000;
                RecruitsDirk.MaxDurability = 50000;
                RecruitsDirk.Type_Damage   = 3;

                //You don't have to store the created item in the db if you don't want,
                //it will be recreated each time it is not found, just comment the following
                //line if you rather not modify your database
                if (SAVE_INTO_DATABASE)
                {
                    GameServer.Database.AddObject(RecruitsDirk);
                }
            }
            RecruitsClub = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_club");
            if (RecruitsClub == null)
            {
                RecruitsClub      = new ItemTemplate();
                RecruitsClub.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.MagicalBacklash.Init.Text3");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsClub.Name + ", creating it ...");
                }

                RecruitsClub.Level  = 5;
                RecruitsClub.Weight = 24;
                RecruitsClub.Model  = 14;               //11
                RecruitsClub.Hand   = 2;

                RecruitsClub.Object_Type = (int)eObjectType.Blunt;
                RecruitsClub.Item_Type   = (int)eEquipmentItems.RIGHT_HAND;
                RecruitsClub.Id_nb       = "recruits_club";
                RecruitsClub.Price       = 0;
                RecruitsClub.IsPickable  = true;
                RecruitsClub.IsDropable  = false;                // can't be sold to merchand

                RecruitsClub.DPS_AF     = 24;
                RecruitsClub.SPD_ABS    = 30;
                RecruitsClub.Bonus      = 1;
                RecruitsClub.Bonus1     = 3;
                RecruitsClub.Bonus1Type = (int)eProperty.Acuity;
                RecruitsClub.Bonus2     = 1;
                RecruitsClub.Bonus2Type = (int)eProperty.AllMagicSkills;
                RecruitsClub.Bonus3     = 1;
                RecruitsClub.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsClub.Bonus4     = 1;
                RecruitsClub.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsClub.Bonus5     = 1;
                RecruitsClub.Bonus5Type = (int)eProperty.Constitution;

                RecruitsClub.Quality       = 100;
                RecruitsClub.Condition     = 50000;
                RecruitsClub.MaxCondition  = 50000;
                RecruitsClub.Durability    = 50000;
                RecruitsClub.MaxDurability = 50000;
                RecruitsClub.Type_Damage   = 1;

                //You don't have to store the created item in the db if you don't want,
                //it will be recreated each time it is not found, just comment the following
                //line if you rather not modify your database
                if (SAVE_INTO_DATABASE)
                {
                    GameServer.Database.AddObject(RecruitsClub);
                }
            }
            RecruitsStaff = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_staff");
            if (RecruitsStaff == null)
            {
                RecruitsStaff      = new ItemTemplate();
                RecruitsStaff.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.MagicalBacklash.Init.Text4");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsStaff.Name + ", creating it ...");
                }

                RecruitsStaff.Level  = 5;
                RecruitsStaff.Weight = 24;
                RecruitsStaff.Model  = 19;
                RecruitsStaff.Hand   = 1;

                RecruitsStaff.Object_Type = (int)eObjectType.Staff;
                RecruitsStaff.Item_Type   = (int)eEquipmentItems.TWO_HANDED;
                RecruitsStaff.Id_nb       = "recruits_staff";
                RecruitsStaff.Price       = 0;
                RecruitsStaff.IsPickable  = true;
                RecruitsStaff.IsDropable  = false;                // can't be sold to merchand

                RecruitsStaff.DPS_AF     = 24;
                RecruitsStaff.SPD_ABS    = 37;
                RecruitsStaff.Bonus      = 1;
                RecruitsStaff.Bonus1     = 3;
                RecruitsStaff.Bonus1Type = (int)eProperty.Acuity;
                RecruitsStaff.Bonus2     = 1;
                RecruitsStaff.Bonus2Type = (int)eProperty.Dexterity;
                RecruitsStaff.Bonus3     = 1;
                RecruitsStaff.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsStaff.Bonus4     = 1;
                RecruitsStaff.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsStaff.Bonus5     = 1;
                RecruitsStaff.Bonus5Type = (int)eProperty.AllMagicSkills;

                RecruitsStaff.Quality       = 100;
                RecruitsStaff.Condition     = 50000;
                RecruitsStaff.MaxCondition  = 50000;
                RecruitsStaff.Durability    = 50000;
                RecruitsStaff.MaxDurability = 50000;
                RecruitsStaff.Type_Damage   = 1;

                //You don't have to store the created item in the db if you don't want,
                //it will be recreated each time it is not found, just comment the following
                //line if you rather not modify your database
                if (SAVE_INTO_DATABASE)
                {
                    GameServer.Database.AddObject(RecruitsStaff);
                }
            }
            #endregion

            ItemTemplate nipperwing = new ItemTemplate();
            nipperwing.Weight       = 0;
            nipperwing.Condition    = 50000;
            nipperwing.MaxCondition = 50000;
            nipperwing.Model        = 551;
            nipperwing.Extension    = 1;
            nipperwing.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.MagicalBacklash.Init.Text5");

            Level                = 2;
            QuestGiver           = Josson;
            Rewards.Experience   = 90;
            Rewards.MoneyPercent = 20;
            Rewards.AddOptionalItem(RecruitsShortSword);
            Rewards.AddOptionalItem(RecruitsDirk);
            Rewards.AddOptionalItem(RecruitsClub);
            Rewards.AddOptionalItem(RecruitsStaff);
            Rewards.ChoiceOf = 1;

            OrchardNipperKilled = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Hib.MagicalBacklash.Init.Text6"), QuestGoal.GoalType.KillTask, 1, nipperwing);
        }
Exemple #2
0
        private void Init()
        {
            #region defineItems
            RecruitsIntelligentBelt = GameServer.Database.FindObjectByKey <ItemTemplate>("RecruitsIntelligentBelt");
            if (RecruitsIntelligentBelt == null)
            {
                RecruitsIntelligentBelt             = new ItemTemplate();
                RecruitsIntelligentBelt.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.ToReachTheBreach.Init.Text1");
                RecruitsIntelligentBelt.Id_nb       = "RecruitsIntelligentBelt";
                RecruitsIntelligentBelt.Level       = 4;
                RecruitsIntelligentBelt.Weight      = 3;
                RecruitsIntelligentBelt.Model       = 597;
                RecruitsIntelligentBelt.Color       = 0;
                RecruitsIntelligentBelt.Object_Type = (int)eObjectType.Magical;
                RecruitsIntelligentBelt.Item_Type   = (int)eEquipmentItems.WAIST;

                RecruitsIntelligentBelt.Price = Money.GetMoney(0, 0, 0, 0, 10);

                RecruitsIntelligentBelt.Quality       = 100;
                RecruitsIntelligentBelt.Condition     = 50000;
                RecruitsIntelligentBelt.MaxCondition  = 50000;
                RecruitsIntelligentBelt.Durability    = 50000;
                RecruitsIntelligentBelt.MaxDurability = 50000;

                RecruitsIntelligentBelt.Bonus      = 1;
                RecruitsIntelligentBelt.Bonus1     = 3;
                RecruitsIntelligentBelt.Bonus1Type = (int)eProperty.Acuity;
                RecruitsIntelligentBelt.Bonus2     = 3;
                RecruitsIntelligentBelt.Bonus2Type = (int)eProperty.Dexterity;
                RecruitsIntelligentBelt.Bonus3     = 1;
                RecruitsIntelligentBelt.Bonus3Type = (int)eProperty.Constitution;
                RecruitsIntelligentBelt.Bonus4     = 8;
                RecruitsIntelligentBelt.Bonus4Type = (int)eProperty.MaxHealth;
                RecruitsIntelligentBelt.IsDropable = false;
            }
            RecruitsMightyBelt = GameServer.Database.FindObjectByKey <ItemTemplate>("RecruitsMightyBelt");
            if (RecruitsMightyBelt == null)
            {
                RecruitsMightyBelt             = new ItemTemplate();
                RecruitsMightyBelt.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.ToReachTheBreach.Init.Text2");
                RecruitsMightyBelt.Id_nb       = "RecruitsMightyBelt";
                RecruitsMightyBelt.Level       = 4;
                RecruitsMightyBelt.Weight      = 3;
                RecruitsMightyBelt.Model       = 597;
                RecruitsMightyBelt.Color       = 0;
                RecruitsMightyBelt.Object_Type = (int)eObjectType.Magical;
                RecruitsMightyBelt.Item_Type   = (int)eEquipmentItems.WAIST;

                RecruitsMightyBelt.Price = Money.GetMoney(0, 0, 0, 0, 10);

                RecruitsMightyBelt.Quality       = 100;
                RecruitsMightyBelt.Condition     = 50000;
                RecruitsMightyBelt.MaxCondition  = 50000;
                RecruitsMightyBelt.Durability    = 50000;
                RecruitsMightyBelt.MaxDurability = 50000;

                RecruitsMightyBelt.Bonus      = 1;
                RecruitsMightyBelt.Bonus1     = 3;
                RecruitsMightyBelt.Bonus1Type = (int)eProperty.Strength;
                RecruitsMightyBelt.Bonus2     = 3;
                RecruitsMightyBelt.Bonus2Type = (int)eProperty.Constitution;
                RecruitsMightyBelt.Bonus3     = 1;
                RecruitsMightyBelt.Bonus3Type = (int)eProperty.Quickness;
                RecruitsMightyBelt.Bonus4     = 8;
                RecruitsMightyBelt.Bonus4Type = (int)eProperty.MaxHealth;
                RecruitsMightyBelt.IsDropable = false;
            }
            RecruitsPiousBelt = GameServer.Database.FindObjectByKey <ItemTemplate>("RecruitsPiousBelt");
            if (RecruitsPiousBelt == null)
            {
                RecruitsPiousBelt             = new ItemTemplate();
                RecruitsPiousBelt.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Hib.ToReachTheBreach.Init.Text3");
                RecruitsPiousBelt.Id_nb       = "RecruitsPiousBelt";
                RecruitsPiousBelt.Level       = 4;
                RecruitsPiousBelt.Weight      = 3;
                RecruitsPiousBelt.Model       = 597;
                RecruitsPiousBelt.Color       = 0;
                RecruitsPiousBelt.Object_Type = (int)eObjectType.Magical;
                RecruitsPiousBelt.Item_Type   = (int)eEquipmentItems.WAIST;

                RecruitsPiousBelt.Price = Money.GetMoney(0, 0, 0, 0, 10);

                RecruitsPiousBelt.Quality       = 100;
                RecruitsPiousBelt.Condition     = 50000;
                RecruitsPiousBelt.MaxCondition  = 50000;
                RecruitsPiousBelt.Durability    = 50000;
                RecruitsPiousBelt.MaxDurability = 50000;

                RecruitsPiousBelt.Bonus      = 1;
                RecruitsPiousBelt.Bonus1     = 3;
                RecruitsPiousBelt.Bonus1Type = (int)eProperty.Acuity;
                RecruitsPiousBelt.Bonus2     = 1;
                RecruitsPiousBelt.Bonus2Type = (int)eProperty.Strength;
                RecruitsPiousBelt.Bonus3     = 3;
                RecruitsPiousBelt.Bonus3Type = (int)eProperty.Dexterity;
                RecruitsPiousBelt.Bonus4     = 8;
                RecruitsPiousBelt.Bonus4Type = (int)eProperty.MaxHealth;
                RecruitsPiousBelt.IsDropable = false;
            }
            #endregion

            Level                = 3;
            QuestGiver           = Richael;
            Rewards.Experience   = 90;
            Rewards.MoneyPercent = 100;
            Rewards.AddOptionalItem(RecruitsIntelligentBelt);
            Rewards.AddOptionalItem(RecruitsMightyBelt);
            Rewards.AddOptionalItem(RecruitsPiousBelt);
            Rewards.ChoiceOf = 1;

            FoundBreach = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Hib.ToReachTheBreach.Init.Text4"), QuestGoal.GoalType.ScoutMission, 1, null);
        }
Exemple #3
0
        private void Init()
        {
            ItemTemplate intelligentBracer = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_intelligent_bracer");

            if (intelligentBracer == null)
            {
                intelligentBracer            = CreateBracer();
                intelligentBracer.Id_nb      = "recruits_intelligent_bracer";
                intelligentBracer.Name       = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.NoHopeForTheHopeful.Init.Text1");
                intelligentBracer.Bonus1     = 4;
                intelligentBracer.Bonus1Type = (int)eProperty.Acuity;
                intelligentBracer.Bonus2     = 3;
                intelligentBracer.Bonus2Type = (int)eProperty.Constitution;
                intelligentBracer.Bonus3     = 2;
                intelligentBracer.Bonus3Type = (int)eProperty.Resist_Slash;
                GameServer.Database.AddObject(intelligentBracer);
            }

            ItemTemplate mightyBracer = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_mighty_bracer");

            if (mightyBracer == null)
            {
                mightyBracer            = CreateBracer();
                mightyBracer.Id_nb      = "recruits_mighty_bracer";
                mightyBracer.Name       = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.NoHopeForTheHopeful.Init.Text2");
                mightyBracer.Bonus1     = 4;
                mightyBracer.Bonus1Type = (int)eProperty.Strength;
                mightyBracer.Bonus2     = 4;
                mightyBracer.Bonus2Type = (int)eProperty.Constitution;
                mightyBracer.Bonus3     = 2;
                mightyBracer.Bonus3Type = (int)eProperty.Resist_Slash;
                GameServer.Database.AddObject(mightyBracer);
            }

            ItemTemplate slyBracer = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_sly_bracer");

            if (slyBracer == null)
            {
                slyBracer            = CreateBracer();
                slyBracer.Id_nb      = "recruits_sly_bracer";
                slyBracer.Name       = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.NoHopeForTheHopeful.Init.Text3");
                slyBracer.Bonus1     = 4;
                slyBracer.Bonus1Type = (int)eProperty.Dexterity;
                slyBracer.Bonus2     = 4;
                slyBracer.Bonus2Type = (int)eProperty.Quickness;
                slyBracer.Bonus3     = 2;
                slyBracer.Bonus3Type = (int)eProperty.Resist_Slash;
                GameServer.Database.AddObject(slyBracer);
            }

            ItemTemplate piousBracer = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_pious_bracer");

            if (piousBracer == null)
            {
                piousBracer            = CreateBracer();
                piousBracer.Id_nb      = "recruits_pious_bracer";
                piousBracer.Name       = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.NoHopeForTheHopeful.Init.Text4");
                piousBracer.Bonus1     = 4;
                piousBracer.Bonus1Type = (int)eProperty.Acuity;
                piousBracer.Bonus2     = 3;
                piousBracer.Bonus2Type = (int)eProperty.Dexterity;
                piousBracer.Bonus3     = 2;
                piousBracer.Bonus3Type = (int)eProperty.Resist_Slash;
                GameServer.Database.AddObject(piousBracer);
            }

            ItemTemplate banditCloak = GameServer.Database.FindObjectByKey <ItemTemplate>("quest_bandit_cloak");

            if (banditCloak == null)
            {
                banditCloak              = new ItemTemplate();
                banditCloak.Id_nb        = "quest_bandit_cloak";
                banditCloak.Weight       = 0;
                banditCloak.Condition    = 50000;
                banditCloak.MaxCondition = 50000;
                banditCloak.Model        = 669;
                banditCloak.Extension    = 1;
                banditCloak.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.NoHopeForTheHopeful.Init.Text5");
                GameServer.Database.AddObject(banditCloak);
            }

            Level                = 1;
            QuestGiver           = sirDorian;
            Rewards.Experience   = 22;
            Rewards.MoneyPercent = 20;
            Rewards.AddOptionalItem(intelligentBracer);
            Rewards.AddOptionalItem(mightyBracer);
            Rewards.AddOptionalItem(slyBracer);
            Rewards.AddOptionalItem(piousBracer);
            Rewards.ChoiceOf = 1;

            banditHopefulGoal = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.NoHopeForTheHopeful.Init.Text6"), QuestGoal.GoalType.KillTask, 2, banditCloak);
        }
Exemple #4
0
        private void Init()
        {
            #region defineItems

            // item db check
            RecruitsQuiltedVest = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_quilted_vest");
            if (RecruitsQuiltedVest == null)
            {
                RecruitsQuiltedVest      = new ItemTemplate();
                RecruitsQuiltedVest.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.CemmethsOrders.Init.Text1");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsQuiltedVest.Name + ", creating it ...");
                }

                RecruitsQuiltedVest.Level  = 5;
                RecruitsQuiltedVest.Weight = 20;
                RecruitsQuiltedVest.Model  = 139;
                RecruitsQuiltedVest.Color  = 28;

                RecruitsQuiltedVest.Object_Type = (int)eObjectType.Cloth;
                RecruitsQuiltedVest.Item_Type   = (int)eEquipmentItems.TORSO;
                RecruitsQuiltedVest.Id_nb       = "k109_recruits_quilted_vest";
                RecruitsQuiltedVest.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsQuiltedVest.IsPickable  = true;
                RecruitsQuiltedVest.IsDropable  = true;                // can't be sold to merchand

                RecruitsQuiltedVest.DPS_AF     = 6;
                RecruitsQuiltedVest.SPD_ABS    = 0;
                RecruitsQuiltedVest.Bonus1     = 3;
                RecruitsQuiltedVest.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsQuiltedVest.Bonus2     = 4;
                RecruitsQuiltedVest.Bonus2Type = (int)eProperty.Acuity;
                RecruitsQuiltedVest.Bonus3     = 1;
                RecruitsQuiltedVest.Bonus3Type = (int)eProperty.Resist_Spirit;
                RecruitsQuiltedVest.Bonus4     = 1;
                RecruitsQuiltedVest.Bonus4Type = (int)eProperty.Resist_Matter;

                RecruitsQuiltedVest.Quality       = 100;
                RecruitsQuiltedVest.Condition     = 50000;
                RecruitsQuiltedVest.MaxCondition  = 50000;
                RecruitsQuiltedVest.Durability    = 50000;
                RecruitsQuiltedVest.MaxDurability = 50000;


                //You don't have to store the created item in the db if you don't want,
                //it will be recreated each time it is not found, just comment the following
                //line if you rather not modify your database

                GameServer.Database.AddObject(RecruitsQuiltedVest);
            }
            RecruitsLeatherJerkin = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_leather_jerkin");
            if (RecruitsLeatherJerkin == null)
            {
                RecruitsLeatherJerkin      = new ItemTemplate();
                RecruitsLeatherJerkin.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.CemmethsOrders.Init.Text2");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsLeatherJerkin.Name + ", creating it ...");
                }

                RecruitsLeatherJerkin.Level  = 5;
                RecruitsLeatherJerkin.Weight = 40;
                RecruitsLeatherJerkin.Model  = 31;
                RecruitsLeatherJerkin.Color  = 11;

                RecruitsLeatherJerkin.Object_Type = (int)eObjectType.Leather;
                RecruitsLeatherJerkin.Item_Type   = (int)eEquipmentItems.TORSO;
                RecruitsLeatherJerkin.Id_nb       = "k109_recruits_leather_jerkin";
                RecruitsLeatherJerkin.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsLeatherJerkin.IsPickable  = true;
                RecruitsLeatherJerkin.IsDropable  = true;                // can't be sold to merchand

                RecruitsLeatherJerkin.DPS_AF     = 12;
                RecruitsLeatherJerkin.SPD_ABS    = 10;
                RecruitsLeatherJerkin.Bonus1     = 4;
                RecruitsLeatherJerkin.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsLeatherJerkin.Bonus2     = 3;
                RecruitsLeatherJerkin.Bonus2Type = (int)eProperty.Strength;
                RecruitsLeatherJerkin.Bonus3     = 1;
                RecruitsLeatherJerkin.Bonus3Type = (int)eProperty.Constitution;
                RecruitsLeatherJerkin.Bonus4     = 1;
                RecruitsLeatherJerkin.Bonus4Type = (int)eProperty.Resist_Spirit;

                RecruitsLeatherJerkin.Quality       = 100;
                RecruitsLeatherJerkin.Condition     = 50000;
                RecruitsLeatherJerkin.MaxCondition  = 50000;
                RecruitsLeatherJerkin.Durability    = 50000;
                RecruitsLeatherJerkin.MaxDurability = 50000;


                //You don't have to store the created item in the db if you don't want,
                //it will be recreated each time it is not found, just comment the following
                //line if you rather not modify your database

                GameServer.Database.AddObject(RecruitsLeatherJerkin);
            }
            RecruitsStuddedVest = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_studded_vest");
            if (RecruitsStuddedVest == null)
            {
                RecruitsStuddedVest      = new ItemTemplate();
                RecruitsStuddedVest.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.CemmethsOrders.Init.Text3");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsStuddedVest.Name + ", creating it ...");
                }

                RecruitsStuddedVest.Level  = 5;
                RecruitsStuddedVest.Weight = 60;
                RecruitsStuddedVest.Model  = 81;
                RecruitsStuddedVest.Color  = 11;

                RecruitsStuddedVest.Object_Type = (int)eObjectType.Studded;
                RecruitsStuddedVest.Item_Type   = (int)eEquipmentItems.TORSO;
                RecruitsStuddedVest.Id_nb       = "k109_recruits_studded_vest";
                RecruitsStuddedVest.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsStuddedVest.IsPickable  = true;
                RecruitsStuddedVest.IsDropable  = true;                // can't be sold to merchand

                RecruitsStuddedVest.DPS_AF     = 12;
                RecruitsStuddedVest.SPD_ABS    = 19;
                RecruitsStuddedVest.Bonus1     = 1;
                RecruitsStuddedVest.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsStuddedVest.Bonus2     = 4;
                RecruitsStuddedVest.Bonus2Type = (int)eProperty.Strength;
                RecruitsStuddedVest.Bonus3     = 3;
                RecruitsStuddedVest.Bonus3Type = (int)eProperty.Constitution;
                RecruitsStuddedVest.Bonus4     = 1;
                RecruitsStuddedVest.Bonus4Type = (int)eProperty.Resist_Spirit;

                RecruitsStuddedVest.Quality       = 100;
                RecruitsStuddedVest.Condition     = 50000;
                RecruitsStuddedVest.MaxCondition  = 50000;
                RecruitsStuddedVest.Durability    = 50000;
                RecruitsStuddedVest.MaxDurability = 50000;


                //You don't have to store the created item in the db if you don't want,
                //it will be recreated each time it is not found, just comment the following
                //line if you rather not modify your database

                GameServer.Database.AddObject(RecruitsStuddedVest);
            }
            #endregion

            //Skeleton Skull
            ItemTemplate skeletonskull = new ItemTemplate();
            skeletonskull.Weight       = 0;
            skeletonskull.Condition    = 50000;
            skeletonskull.MaxCondition = 50000;
            skeletonskull.Model        = 540;
            skeletonskull.Extension    = 1;
            skeletonskull.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.CemmethsOrders.Init.Text4");

            ItemTemplate zombieskin = new ItemTemplate();
            zombieskin.Weight       = 0;
            zombieskin.Condition    = 50000;
            zombieskin.MaxCondition = 50000;
            zombieskin.Model        = 540;
            zombieskin.Extension    = 1;
            zombieskin.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.CemmethsOrders.Init.Text5");

            QuestGiver           = CemmethBudgwold;
            Rewards.Experience   = 625;
            Rewards.MoneyPercent = 100;
            Rewards.AddOptionalItem(RecruitsQuiltedVest);
            Rewards.AddOptionalItem(RecruitsLeatherJerkin);
            Rewards.AddOptionalItem(RecruitsStuddedVest);
            Rewards.ChoiceOf = 1;

            SkeletonsKilled      = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.CemmethsOrders.Init.Text6"), QuestGoal.GoalType.KillTask, 1, null);
            DecayingGhoulsKilled = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.CemmethsOrders.Init.Text7"), QuestGoal.GoalType.KillTask, 1, null);
        }
        private void Init()
        {
            // item db check - All my quests with Recruit newbie items make a seperate
            // item then the older quests.
            RecruitsQuiltedPants = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_quilted_pants");
            if (RecruitsQuiltedPants == null)
            {
                RecruitsQuiltedPants      = new ItemTemplate();
                RecruitsQuiltedPants.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenBloodSpeaks.Init.Text1");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsQuiltedPants.Name + ", creating it ...");
                }

                RecruitsQuiltedPants.Level  = 5;
                RecruitsQuiltedPants.Weight = 20;
                RecruitsQuiltedPants.Model  = 140;
                RecruitsQuiltedPants.Color  = 28;

                RecruitsQuiltedPants.Object_Type = (int)eObjectType.Cloth;
                RecruitsQuiltedPants.Item_Type   = (int)eEquipmentItems.LEGS;
                RecruitsQuiltedPants.Id_nb       = "k109_recruits_quilted_pants";
                RecruitsQuiltedPants.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsQuiltedPants.IsPickable  = true;
                RecruitsQuiltedPants.IsDropable  = false; // can't be sold to merchand

                RecruitsQuiltedPants.DPS_AF        = 6;
                RecruitsQuiltedPants.SPD_ABS       = 0;
                RecruitsQuiltedPants.Bonus1        = 20;
                RecruitsQuiltedPants.Bonus1Type    = (int)eProperty.MaxHealth;
                RecruitsQuiltedPants.Bonus2        = 1;
                RecruitsQuiltedPants.Bonus2Type    = (int)eProperty.Resist_Body;
                RecruitsQuiltedPants.Bonus3        = 1;
                RecruitsQuiltedPants.Bonus3Type    = (int)eProperty.Resist_Cold;
                RecruitsQuiltedPants.Bonus4        = 1;
                RecruitsQuiltedPants.Bonus4Type    = (int)eProperty.Resist_Energy;
                RecruitsQuiltedPants.Bonus5        = 1;
                RecruitsQuiltedPants.Bonus5Type    = (int)eProperty.Resist_Heat;
                RecruitsQuiltedPants.Bonus6        = 1;
                RecruitsQuiltedPants.Bonus6Type    = (int)eProperty.Resist_Matter;
                RecruitsQuiltedPants.Bonus7        = 1;
                RecruitsQuiltedPants.Bonus7Type    = (int)eProperty.Resist_Spirit;
                RecruitsQuiltedPants.Quality       = 100;
                RecruitsQuiltedPants.Condition     = 50000;
                RecruitsQuiltedPants.MaxCondition  = 50000;
                RecruitsQuiltedPants.Durability    = 50000;
                RecruitsQuiltedPants.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsQuiltedPants);
            }

            RecruitsLeatherLeggings = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_leather_leggings");
            if (RecruitsLeatherLeggings == null)
            {
                RecruitsLeatherLeggings      = new ItemTemplate();
                RecruitsLeatherLeggings.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenBloodSpeaks.Init.Text2");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsLeatherLeggings.Name + ", creating it ...");
                }

                RecruitsLeatherLeggings.Level  = 5;
                RecruitsLeatherLeggings.Weight = 40;
                RecruitsLeatherLeggings.Model  = 32;
                RecruitsLeatherLeggings.Color  = 11;

                RecruitsLeatherLeggings.Object_Type = (int)eObjectType.Leather;
                RecruitsLeatherLeggings.Item_Type   = (int)eEquipmentItems.LEGS;
                RecruitsLeatherLeggings.Id_nb       = "k109_recruits_leather_leggings";
                RecruitsLeatherLeggings.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsLeatherLeggings.IsPickable  = true;
                RecruitsLeatherLeggings.IsDropable  = false; // can't be sold to merchand

                RecruitsLeatherLeggings.DPS_AF     = 12;
                RecruitsLeatherLeggings.SPD_ABS    = 10;
                RecruitsLeatherLeggings.Bonus1     = 20;
                RecruitsLeatherLeggings.Bonus1Type = (int)eProperty.MaxHealth;
                RecruitsLeatherLeggings.Bonus2     = 1;
                RecruitsLeatherLeggings.Bonus2Type = (int)eProperty.Resist_Body;
                RecruitsLeatherLeggings.Bonus3     = 1;
                RecruitsLeatherLeggings.Bonus3Type = (int)eProperty.Resist_Cold;
                RecruitsLeatherLeggings.Bonus4     = 1;
                RecruitsLeatherLeggings.Bonus4Type = (int)eProperty.Resist_Energy;
                RecruitsLeatherLeggings.Bonus5     = 1;
                RecruitsLeatherLeggings.Bonus5Type = (int)eProperty.Resist_Heat;
                RecruitsLeatherLeggings.Bonus6     = 1;
                RecruitsLeatherLeggings.Bonus6Type = (int)eProperty.Resist_Matter;
                RecruitsLeatherLeggings.Bonus7     = 1;
                RecruitsLeatherLeggings.Bonus7Type = (int)eProperty.Resist_Spirit;

                RecruitsLeatherLeggings.Quality       = 100;
                RecruitsLeatherLeggings.Condition     = 50000;
                RecruitsLeatherLeggings.MaxCondition  = 50000;
                RecruitsLeatherLeggings.Durability    = 50000;
                RecruitsLeatherLeggings.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsLeatherLeggings);
            }

            RecruitsStuddedLegs = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_studded_legs");
            if (RecruitsStuddedLegs == null)
            {
                RecruitsStuddedLegs      = new ItemTemplate();
                RecruitsStuddedLegs.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenBloodSpeaks.Init.Text3");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsStuddedLegs.Name + ", creating it ...");
                }

                RecruitsStuddedLegs.Level  = 5;
                RecruitsStuddedLegs.Weight = 60;
                RecruitsStuddedLegs.Model  = 82;
                RecruitsStuddedLegs.Color  = 11;

                RecruitsStuddedLegs.Object_Type = (int)eObjectType.Studded;
                RecruitsStuddedLegs.Item_Type   = (int)eEquipmentItems.LEGS;
                RecruitsStuddedLegs.Id_nb       = "k109_recruits_studded_legs";
                RecruitsStuddedLegs.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsStuddedLegs.IsPickable  = true;
                RecruitsStuddedLegs.IsDropable  = false; // can't be sold to merchand

                RecruitsStuddedLegs.DPS_AF     = 12;
                RecruitsStuddedLegs.SPD_ABS    = 19;
                RecruitsStuddedLegs.Bonus1     = 20;
                RecruitsStuddedLegs.Bonus1Type = (int)eProperty.MaxHealth;
                RecruitsStuddedLegs.Bonus2     = 1;
                RecruitsStuddedLegs.Bonus2Type = (int)eProperty.Resist_Body;
                RecruitsStuddedLegs.Bonus3     = 1;
                RecruitsStuddedLegs.Bonus3Type = (int)eProperty.Resist_Cold;
                RecruitsStuddedLegs.Bonus4     = 1;
                RecruitsStuddedLegs.Bonus4Type = (int)eProperty.Resist_Energy;
                RecruitsStuddedLegs.Bonus5     = 1;
                RecruitsStuddedLegs.Bonus5Type = (int)eProperty.Resist_Heat;
                RecruitsStuddedLegs.Bonus6     = 1;
                RecruitsStuddedLegs.Bonus6Type = (int)eProperty.Resist_Matter;
                RecruitsStuddedLegs.Bonus7     = 1;
                RecruitsStuddedLegs.Bonus7Type = (int)eProperty.Resist_Spirit;

                RecruitsStuddedLegs.Quality       = 100;
                RecruitsStuddedLegs.Condition     = 50000;
                RecruitsStuddedLegs.MaxCondition  = 50000;
                RecruitsStuddedLegs.Durability    = 50000;
                RecruitsStuddedLegs.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsStuddedLegs);
            }

            ItemTemplate spriggarnBlood = new ItemTemplate();

            spriggarnBlood.Weight       = 0;
            spriggarnBlood.Condition    = 50000;
            spriggarnBlood.MaxCondition = 50000;
            spriggarnBlood.Model        = 99;
            spriggarnBlood.Extension    = 1;
            spriggarnBlood.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenBloodSpeaks.Init.Text4");

            Level                = 1;
            QuestGiver           = MasterKless;
            Rewards.Experience   = 270;
            Rewards.MoneyPercent = 50;
            Rewards.AddOptionalItem(RecruitsQuiltedPants);
            Rewards.AddOptionalItem(RecruitsLeatherLeggings);
            Rewards.AddOptionalItem(RecruitsStuddedLegs);
            Rewards.ChoiceOf = 1;
            spriggarnsKilled = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.WhenBloodSpeaks.Init.Text5"), QuestGoal.GoalType.KillTask, 2, spriggarnBlood);
        }
Exemple #6
0
        private void Init()
        {
            // Recruit's Necklace of Might
            RecruitsNecklaceofMight = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_necklace_of_might");
            if (RecruitsNecklaceofMight == null)
            {
                RecruitsNecklaceofMight      = new ItemTemplate();
                RecruitsNecklaceofMight.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.AfterTheAccident.Init.Text1");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsNecklaceofMight.Name + ", creating it ...");
                }

                RecruitsNecklaceofMight.Level  = 3;
                RecruitsNecklaceofMight.Weight = 3;
                RecruitsNecklaceofMight.Model  = 101;

                RecruitsNecklaceofMight.Object_Type = (int)eObjectType.Magical;
                RecruitsNecklaceofMight.Item_Type   = (int)eEquipmentItems.NECK;
                RecruitsNecklaceofMight.Id_nb       = "recruits_necklace_of_might";
                RecruitsNecklaceofMight.Price       = Money.GetMoney(0, 0, 0, 2, 40);
                RecruitsNecklaceofMight.IsPickable  = false;
                RecruitsNecklaceofMight.IsDropable  = true; // can be sold to merchand

                RecruitsNecklaceofMight.Bonus1        = 4;
                RecruitsNecklaceofMight.Bonus1Type    = (int)eProperty.Strength;
                RecruitsNecklaceofMight.Bonus2        = 4;
                RecruitsNecklaceofMight.Bonus2Type    = (int)eProperty.Quickness;
                RecruitsNecklaceofMight.Bonus3        = 1;
                RecruitsNecklaceofMight.Bonus3Type    = (int)eProperty.Resist_Body;
                RecruitsNecklaceofMight.Quality       = 100;
                RecruitsNecklaceofMight.MaxCondition  = 50000;
                RecruitsNecklaceofMight.MaxDurability = 50000;
                GameServer.Database.AddObject(RecruitsNecklaceofMight);
            }

            // Recruit's Necklace of Insight
            RecruitsNecklaceofInsight = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_necklace_of_insight");
            if (RecruitsNecklaceofInsight == null)
            {
                RecruitsNecklaceofInsight      = new ItemTemplate();
                RecruitsNecklaceofInsight.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.AfterTheAccident.Init.Text2");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsNecklaceofInsight.Name + ", creating it ...");
                }

                RecruitsNecklaceofInsight.Level  = 3;
                RecruitsNecklaceofInsight.Weight = 3;
                RecruitsNecklaceofInsight.Model  = 101;

                RecruitsNecklaceofInsight.Object_Type = (int)eObjectType.Magical;
                RecruitsNecklaceofInsight.Item_Type   = (int)eEquipmentItems.NECK;
                RecruitsNecklaceofInsight.Id_nb       = "recruits_necklace_of_insight";
                RecruitsNecklaceofInsight.Price       = Money.GetMoney(0, 0, 0, 2, 40);
                RecruitsNecklaceofInsight.IsPickable  = false;
                RecruitsNecklaceofInsight.IsDropable  = true; // can be sold to merchand

                RecruitsNecklaceofInsight.Bonus1        = 4;
                RecruitsNecklaceofInsight.Bonus1Type    = (int)eProperty.Acuity;
                RecruitsNecklaceofInsight.Bonus2        = 4;
                RecruitsNecklaceofInsight.Bonus2Type    = (int)eProperty.Dexterity;
                RecruitsNecklaceofInsight.Bonus3        = 3;
                RecruitsNecklaceofInsight.Bonus3Type    = (int)eProperty.MaxHealth;
                RecruitsNecklaceofInsight.Quality       = 100;
                RecruitsNecklaceofInsight.Condition     = 50000;
                RecruitsNecklaceofInsight.MaxCondition  = 50000;
                RecruitsNecklaceofInsight.Durability    = 50000;
                RecruitsNecklaceofInsight.MaxDurability = 50000;
                GameServer.Database.AddObject(RecruitsNecklaceofInsight);
            }

            // Recruit's Necklace of Faith
            RecruitsNecklaceofFaith = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_necklace_of_faith");
            if (RecruitsNecklaceofFaith == null)
            {
                RecruitsNecklaceofFaith      = new ItemTemplate();
                RecruitsNecklaceofFaith.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.AfterTheAccident.Init.Text3");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsNecklaceofFaith.Name + ", creating it ...");
                }

                RecruitsNecklaceofFaith.Level  = 3;
                RecruitsNecklaceofFaith.Weight = 3;
                RecruitsNecklaceofFaith.Model  = 101;

                RecruitsNecklaceofFaith.Object_Type = (int)eObjectType.Magical;
                RecruitsNecklaceofFaith.Item_Type   = (int)eEquipmentItems.NECK;
                RecruitsNecklaceofFaith.Id_nb       = "recruits_necklace_of_faith";
                RecruitsNecklaceofFaith.Price       = Money.GetMoney(0, 0, 0, 2, 40);
                RecruitsNecklaceofFaith.IsPickable  = false;
                RecruitsNecklaceofFaith.IsDropable  = true; // can be sold to merchand

                RecruitsNecklaceofFaith.Bonus1        = 4;
                RecruitsNecklaceofFaith.Bonus1Type    = (int)eProperty.Acuity;
                RecruitsNecklaceofFaith.Bonus2        = 1;
                RecruitsNecklaceofFaith.Bonus2Type    = (int)eProperty.Resist_Body;
                RecruitsNecklaceofFaith.Bonus3        = 1;
                RecruitsNecklaceofFaith.Bonus3Type    = (int)eProperty.AllMagicSkills;
                RecruitsNecklaceofFaith.Quality       = 100;
                RecruitsNecklaceofFaith.Condition     = 50000;
                RecruitsNecklaceofFaith.MaxCondition  = 50000;
                RecruitsNecklaceofFaith.Durability    = 50000;
                RecruitsNecklaceofFaith.MaxDurability = 50000;
                GameServer.Database.AddObject(RecruitsNecklaceofFaith);
            }

            PunySkeletonSkull = GameServer.Database.FindObjectByKey <ItemTemplate>("puny_skeleton_skull");
            if (PunySkeletonSkull == null)
            {
                PunySkeletonSkull              = new ItemTemplate();
                PunySkeletonSkull.Id_nb        = "puny_skeleton_skull";
                PunySkeletonSkull.Weight       = 1;
                PunySkeletonSkull.Condition    = 50000;
                PunySkeletonSkull.MaxCondition = 50000;
                PunySkeletonSkull.Model        = 540;
                PunySkeletonSkull.Extension    = 1;
                PunySkeletonSkull.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.AfterTheAccident.Init.Text4");
                GameServer.Database.AddObject(PunySkeletonSkull);
            }

            QuestGiver           = SirPrescott;
            Rewards.Experience   = 22;
            Rewards.MoneyPercent = 10;
            Rewards.AddOptionalItem(RecruitsNecklaceofMight);
            Rewards.AddOptionalItem(RecruitsNecklaceofInsight);
            Rewards.AddOptionalItem(RecruitsNecklaceofFaith);
            Rewards.ChoiceOf = 1;

            punySkeletonGoal = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.AfterTheAccident.Init.Text5"), QuestGoal.GoalType.KillTask, 2, PunySkeletonSkull);
        }
Exemple #7
0
        private void Init()
        {
            ItemTemplate standardDagger = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_dagger_alb");

            if (standardDagger == null)
            {
                standardDagger             = CreateOneHand();
                standardDagger.Id_nb       = "standard_dagger_alb";
                standardDagger.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsArmsman.Init.Text1");
                standardDagger.Bonus1      = 3;
                standardDagger.Bonus1Type  = (int)eProperty.Strength;
                standardDagger.Bonus2      = 1;
                standardDagger.Bonus2Type  = (int)eProperty.Dexterity;
                standardDagger.Bonus3      = 1;
                standardDagger.Bonus3Type  = (int)eProperty.Quickness;
                standardDagger.Bonus4      = 1;
                standardDagger.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardDagger.SPD_ABS     = 23;
                standardDagger.Type_Damage = 3;
                standardDagger.Model       = 25;
                standardDagger.Object_Type = 4;
                standardDagger.Item_Type   = 11;
                GameServer.Database.AddObject(standardDagger);
            }

            ItemTemplate standardSword = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_sword_alb");

            if (standardSword == null)
            {
                standardSword             = CreateOneHand();
                standardSword.Id_nb       = "standard_sword_alb";
                standardSword.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsArmsman.Init.Text2");
                standardSword.Bonus1      = 3;
                standardSword.Bonus1Type  = (int)eProperty.Strength;
                standardSword.Bonus2      = 1;
                standardSword.Bonus2Type  = (int)eProperty.Dexterity;
                standardSword.Bonus3      = 1;
                standardSword.Bonus3Type  = (int)eProperty.Quickness;
                standardSword.Bonus4      = 1;
                standardSword.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardSword.SPD_ABS     = 25;
                standardSword.Object_Type = 3;
                standardSword.Type_Damage = 2;
                standardSword.Item_Type   = 10;
                standardSword.Model       = 651;
                GameServer.Database.AddObject(standardSword);
            }

            ItemTemplate standardHammer = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_hammer_alb_str");

            if (standardHammer == null)
            {
                standardHammer             = CreateOneHand();
                standardHammer.Id_nb       = "standard_hammer_alb_str";
                standardHammer.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsArmsman.Init.Text3");
                standardHammer.Bonus1      = 3;
                standardHammer.Bonus1Type  = (int)eProperty.Strength;
                standardHammer.Bonus2      = 1;
                standardHammer.Bonus2Type  = (int)eProperty.Dexterity;
                standardHammer.Bonus3      = 1;
                standardHammer.Bonus3Type  = (int)eProperty.Quickness;
                standardHammer.Bonus4      = 1;
                standardHammer.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardHammer.SPD_ABS     = 26;
                standardHammer.Object_Type = 2;
                standardHammer.Type_Damage = 1;
                standardHammer.Item_Type   = 10;
                standardHammer.Model       = 12;
                GameServer.Database.AddObject(standardHammer);
            }

            ItemTemplate standardWarPike = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_war_pike");

            if (standardWarPike == null)
            {
                standardWarPike             = CreateTwoHanded();
                standardWarPike.Id_nb       = "standard_war_pike";
                standardWarPike.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsArmsman.Init.Text4");
                standardWarPike.Bonus1      = 3;
                standardWarPike.Bonus1Type  = (int)eProperty.Strength;
                standardWarPike.Bonus2      = 1;
                standardWarPike.Bonus2Type  = (int)eProperty.Dexterity;
                standardWarPike.Bonus3      = 1;
                standardWarPike.Bonus3Type  = (int)eProperty.Quickness;
                standardWarPike.Bonus4      = 1;
                standardWarPike.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardWarPike.SPD_ABS     = 28;
                standardWarPike.Type_Damage = 3;
                standardWarPike.Model       = 26;
                GameServer.Database.AddObject(standardWarPike);
            }

            ItemTemplate standardHalberd = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_halberd");

            if (standardHalberd == null)
            {
                standardHalberd             = CreateTwoHanded();
                standardHalberd.Id_nb       = "standard_halberd";
                standardHalberd.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsArmsman.Init.Text5");
                standardHalberd.Bonus1      = 3;
                standardHalberd.Bonus1Type  = (int)eProperty.Strength;
                standardHalberd.Bonus2      = 1;
                standardHalberd.Bonus2Type  = (int)eProperty.Dexterity;
                standardHalberd.Bonus3      = 1;
                standardHalberd.Bonus3Type  = (int)eProperty.Quickness;
                standardHalberd.Bonus4      = 1;
                standardHalberd.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardHalberd.SPD_ABS     = 28;
                standardHalberd.Type_Damage = 2;
                standardHalberd.Model       = 67;
                GameServer.Database.AddObject(standardHalberd);
            }

            ItemTemplate standardLucerneHammer = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_lucerne_hammer");

            if (standardLucerneHammer == null)
            {
                standardLucerneHammer             = CreateTwoHanded();
                standardLucerneHammer.Id_nb       = "standard_lucerne_hammer";
                standardLucerneHammer.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsArmsman.Init.Text6");
                standardLucerneHammer.Bonus1      = 3;
                standardLucerneHammer.Bonus1Type  = (int)eProperty.Strength;
                standardLucerneHammer.Bonus2      = 1;
                standardLucerneHammer.Bonus2Type  = (int)eProperty.Dexterity;
                standardLucerneHammer.Bonus3      = 1;
                standardLucerneHammer.Bonus3Type  = (int)eProperty.Quickness;
                standardLucerneHammer.Bonus4      = 1;
                standardLucerneHammer.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardLucerneHammer.SPD_ABS     = 28;
                standardLucerneHammer.Type_Damage = 1;
                standardLucerneHammer.Model       = 70;
                GameServer.Database.AddObject(standardLucerneHammer);
            }

            Level                = 1;
            QuestGiver           = captainKinzee;
            Rewards.Experience   = 22;
            Rewards.MoneyPercent = 18;
            Rewards.AddOptionalItem(standardDagger);
            Rewards.AddOptionalItem(standardSword);
            Rewards.AddOptionalItem(standardHammer);
            Rewards.AddOptionalItem(standardWarPike);
            Rewards.AddOptionalItem(standardHalberd);
            Rewards.AddOptionalItem(standardLucerneHammer);
            Rewards.ChoiceOf = 1;

            greetingsArmsmanGoal = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsArmsman.Description"), QuestGoal.GoalType.KillTask, 0, null);
        }
Exemple #8
0
        private void Init()
        {
            // item db check
            RecruitsQuiltedBoots = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_quilted_boots");
            if (RecruitsQuiltedBoots == null)
            {
                RecruitsQuiltedBoots      = new ItemTemplate();
                RecruitsQuiltedBoots.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.TombWithAView.Init.Text1");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsQuiltedBoots.Name + ", creating it ...");
                }

                RecruitsQuiltedBoots.Level  = 5;
                RecruitsQuiltedBoots.Weight = 8;
                RecruitsQuiltedBoots.Model  = 143;
                RecruitsQuiltedBoots.Color  = 28;

                RecruitsQuiltedBoots.Object_Type = (int)eObjectType.Cloth;
                RecruitsQuiltedBoots.Item_Type   = (int)eEquipmentItems.FEET;
                RecruitsQuiltedBoots.Id_nb       = "k109_recruits_quilted_boots";
                RecruitsQuiltedBoots.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsQuiltedBoots.IsPickable  = true;
                RecruitsQuiltedBoots.IsDropable  = true; // can't be sold to merchand

                RecruitsQuiltedBoots.DPS_AF     = 6;
                RecruitsQuiltedBoots.SPD_ABS    = 0;
                RecruitsQuiltedBoots.Bonus1     = 3;
                RecruitsQuiltedBoots.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsQuiltedBoots.Bonus2     = 3;
                RecruitsQuiltedBoots.Bonus2Type = (int)eProperty.Acuity;
                RecruitsQuiltedBoots.Bonus3     = 1;
                RecruitsQuiltedBoots.Bonus3Type = (int)eProperty.Constitution;
                RecruitsQuiltedBoots.Bonus4     = 1;
                RecruitsQuiltedBoots.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsQuiltedBoots.Bonus5     = 1;
                RecruitsQuiltedBoots.Bonus5Type = (int)eProperty.AllMagicSkills;

                RecruitsQuiltedBoots.Quality       = 100;
                RecruitsQuiltedBoots.Condition     = 50000;
                RecruitsQuiltedBoots.MaxCondition  = 50000;
                RecruitsQuiltedBoots.Durability    = 50000;
                RecruitsQuiltedBoots.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsQuiltedBoots);
            }

            RecruitsLeatherBoots = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_leather_boots");
            if (RecruitsLeatherBoots == null)
            {
                RecruitsLeatherBoots      = new ItemTemplate();
                RecruitsLeatherBoots.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.TombWithAView.Init.Text2");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsLeatherBoots.Name + ", creating it ...");
                }

                RecruitsLeatherBoots.Level  = 5;
                RecruitsLeatherBoots.Weight = 16;
                RecruitsLeatherBoots.Model  = 133;
                RecruitsLeatherBoots.Color  = 11;

                RecruitsLeatherBoots.Object_Type = (int)eObjectType.Leather;
                RecruitsLeatherBoots.Item_Type   = (int)eEquipmentItems.FEET;
                RecruitsLeatherBoots.Id_nb       = "k109_recruits_leather_boots";
                RecruitsLeatherBoots.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsLeatherBoots.IsPickable  = true;
                RecruitsLeatherBoots.IsDropable  = true; // can't be sold to merchand

                RecruitsLeatherBoots.DPS_AF     = 12;
                RecruitsLeatherBoots.SPD_ABS    = 10;
                RecruitsLeatherBoots.Bonus1     = 3;
                RecruitsLeatherBoots.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsLeatherBoots.Bonus2     = 3;
                RecruitsLeatherBoots.Bonus2Type = (int)eProperty.Strength;
                RecruitsLeatherBoots.Bonus3     = 1;
                RecruitsLeatherBoots.Bonus3Type = (int)eProperty.AllMagicSkills;
                RecruitsLeatherBoots.Bonus4     = 1;
                RecruitsLeatherBoots.Bonus4Type = (int)eProperty.AllMeleeWeaponSkills;
                RecruitsLeatherBoots.Bonus5     = 1;
                RecruitsLeatherBoots.Bonus5Type = (int)eProperty.Quickness;
                RecruitsLeatherBoots.Bonus6     = 1;
                RecruitsLeatherBoots.Bonus6Type = (int)eProperty.Resist_Thrust;

                RecruitsLeatherBoots.Quality       = 100;
                RecruitsLeatherBoots.Condition     = 50000;
                RecruitsLeatherBoots.MaxCondition  = 50000;
                RecruitsLeatherBoots.Durability    = 50000;
                RecruitsLeatherBoots.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsLeatherBoots);
            }

            RecruitsStuddedBoots = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_studded_boots");
            if (RecruitsStuddedBoots == null)
            {
                RecruitsStuddedBoots      = new ItemTemplate();
                RecruitsStuddedBoots.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.TombWithAView.Init.Text3");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsStuddedBoots.Name + ", creating it ...");
                }

                RecruitsStuddedBoots.Level  = 5;
                RecruitsStuddedBoots.Weight = 24;
                RecruitsStuddedBoots.Model  = 84;
                RecruitsStuddedBoots.Color  = 11;

                RecruitsStuddedBoots.Object_Type = (int)eObjectType.Studded;
                RecruitsStuddedBoots.Item_Type   = (int)eEquipmentItems.FEET;
                RecruitsStuddedBoots.Id_nb       = "k109_recruits_studded_boots";
                RecruitsStuddedBoots.Price       = Money.GetMoney(0, 0, 0, 0, 40);
                RecruitsStuddedBoots.IsPickable  = true;
                RecruitsStuddedBoots.IsDropable  = true; // can't be sold to merchand

                RecruitsStuddedBoots.DPS_AF     = 12;
                RecruitsStuddedBoots.SPD_ABS    = 19;
                RecruitsStuddedBoots.Bonus1     = 3;
                RecruitsStuddedBoots.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsStuddedBoots.Bonus2     = 3;
                RecruitsStuddedBoots.Bonus2Type = (int)eProperty.Strength;
                RecruitsStuddedBoots.Bonus3     = 1;
                RecruitsStuddedBoots.Bonus3Type = (int)eProperty.AllMagicSkills;
                RecruitsStuddedBoots.Bonus4     = 1;
                RecruitsStuddedBoots.Bonus4Type = (int)eProperty.AllMeleeWeaponSkills;
                RecruitsStuddedBoots.Bonus5     = 1;
                RecruitsStuddedBoots.Bonus5Type = (int)eProperty.Quickness;
                RecruitsStuddedBoots.Bonus6     = 1;
                RecruitsStuddedBoots.Bonus6Type = (int)eProperty.Resist_Thrust;

                RecruitsStuddedBoots.Quality       = 100;
                RecruitsStuddedBoots.Condition     = 50000;
                RecruitsStuddedBoots.MaxCondition  = 50000;
                RecruitsStuddedBoots.Durability    = 50000;
                RecruitsStuddedBoots.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsStuddedBoots);
            }

            Level                = 2;
            QuestGiver           = LadyGrynoch;
            Rewards.Experience   = 90;
            Rewards.MoneyPercent = 50;
            Rewards.AddOptionalItem(RecruitsQuiltedBoots);
            Rewards.AddOptionalItem(RecruitsLeatherBoots);
            Rewards.AddOptionalItem(RecruitsStuddedBoots);
            Rewards.ChoiceOf = 1;

            FoundTomb = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.TombWithAView.Init.Text4"), QuestGoal.GoalType.ScoutMission, 1, null);
        }
        private void Init()
        {
            // item db check
            lightredclothdye = GameServer.Database.FindObjectByKey <ItemTemplate>("light_red_cloth_dye");
            if (lightredclothdye == null)
            {
                lightredclothdye      = new ItemTemplate();
                lightredclothdye.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.Init.Text1");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + lightredclothdye.Name + ", creating it ...");
                }

                lightredclothdye.Level  = 1;
                lightredclothdye.Weight = 0;
                lightredclothdye.Model  = 229;
                lightredclothdye.Color  = 0;

                lightredclothdye.Object_Type   = (int)eObjectType.GenericItem;
                lightredclothdye.Id_nb         = "light_red_cloth_dye";
                lightredclothdye.Price         = Money.GetMoney(0, 0, 0, 0, 40);
                lightredclothdye.IsPickable    = true;
                lightredclothdye.IsDropable    = true; // can't be sold to merchand
                lightredclothdye.Quality       = 100;
                lightredclothdye.Condition     = 50000;
                lightredclothdye.MaxCondition  = 50000;
                lightredclothdye.Durability    = 50000;
                lightredclothdye.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                if (SAVE_INTO_DATABASE)
                {
                    GameServer.Database.AddObject(lightredclothdye);
                }
            }

            lightredleatherdye = GameServer.Database.FindObjectByKey <ItemTemplate>("light_red_leather_dye");
            if (lightredleatherdye == null)
            {
                lightredleatherdye      = new ItemTemplate();
                lightredleatherdye.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.Init.Text2");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + lightredleatherdye.Name + ", creating it ...");
                }

                lightredleatherdye.Level  = 1;
                lightredleatherdye.Weight = 0;
                lightredleatherdye.Model  = 229;
                lightredleatherdye.Color  = 0;

                lightredleatherdye.Object_Type   = (int)eObjectType.GenericItem;
                lightredleatherdye.Id_nb         = "light_red_leather_dye";
                lightredleatherdye.Price         = Money.GetMoney(0, 0, 0, 0, 40);
                lightredleatherdye.IsPickable    = true;
                lightredleatherdye.IsDropable    = true; // can't be sold to merchand
                lightredleatherdye.Quality       = 100;
                lightredleatherdye.Condition     = 50000;
                lightredleatherdye.MaxCondition  = 50000;
                lightredleatherdye.Durability    = 50000;
                lightredleatherdye.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(lightredleatherdye);
            }

            lightredenamel = GameServer.Database.FindObjectByKey <ItemTemplate>("light_red_enamel");
            if (lightredenamel == null)
            {
                lightredenamel      = new ItemTemplate();
                lightredenamel.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.Init.Text3");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + lightredenamel.Name + ", creating it ...");
                }

                lightredenamel.Level  = 1;
                lightredenamel.Weight = 0;
                lightredenamel.Model  = 229;
                lightredenamel.Color  = 0;

                lightredenamel.Object_Type   = (int)eObjectType.GenericItem;
                lightredenamel.Id_nb         = "light_red_enamel";
                lightredenamel.Price         = Money.GetMoney(0, 0, 0, 0, 40);
                lightredenamel.IsPickable    = true;
                lightredenamel.IsDropable    = true; // can't be sold to merchand
                lightredenamel.Quality       = 100;
                lightredenamel.Condition     = 50000;
                lightredenamel.MaxCondition  = 50000;
                lightredenamel.Durability    = 50000;
                lightredenamel.MaxDurability = 50000;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(lightredenamel);
            }

            ItemTemplate brownieBlood = new ItemTemplate();

            brownieBlood.Weight       = 0;
            brownieBlood.Condition    = 50000;
            brownieBlood.MaxCondition = 50000;
            brownieBlood.Model        = 99;
            brownieBlood.Extension    = 1;
            brownieBlood.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.Init.Text4");

            Level                = 1;
            QuestGiver           = MasterKless;
            Rewards.Experience   = 90;
            Rewards.MoneyPercent = 80;
            Rewards.AddOptionalItem(lightredclothdye);
            Rewards.AddOptionalItem(lightredleatherdye);
            Rewards.AddOptionalItem(lightredenamel);
            Rewards.ChoiceOf = 1;
            browniesKilled   = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.Init.Text5"), QuestGoal.GoalType.KillTask, 3, brownieBlood);
        }
Exemple #10
0
        private void Init()
        {
            // item db check
            RecruitsShortSword = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_short_sword");
            if (RecruitsShortSword == null)
            {
                RecruitsShortSword      = new ItemTemplate();
                RecruitsShortSword.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.RecruitingNothingButTrouble.Init.Text1");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsShortSword.Name + ", creating it ...");
                }

                RecruitsShortSword.Level  = 5;
                RecruitsShortSword.Weight = 18;
                RecruitsShortSword.Model  = 3;
                RecruitsShortSword.Hand   = 2;

                RecruitsShortSword.Object_Type = (int)eObjectType.SlashingWeapon;
                RecruitsShortSword.Item_Type   = (int)eEquipmentItems.RIGHT_HAND;
                RecruitsShortSword.Id_nb       = "k109_recruits_short_sword";
                RecruitsShortSword.Price       = 0;
                RecruitsShortSword.IsPickable  = true;
                RecruitsShortSword.IsDropable  = false;// can't be sold to merchand

                RecruitsShortSword.DPS_AF     = 24;
                RecruitsShortSword.SPD_ABS    = 30;
                RecruitsShortSword.Bonus      = 5;
                RecruitsShortSword.Bonus1     = 3;
                RecruitsShortSword.Bonus1Type = (int)eProperty.Strength;
                RecruitsShortSword.Bonus2     = 1;
                RecruitsShortSword.Bonus2Type = (int)eProperty.AllMeleeWeaponSkills;
                RecruitsShortSword.Bonus3     = 1;
                RecruitsShortSword.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsShortSword.Bonus4     = 1;
                RecruitsShortSword.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsShortSword.Bonus5     = 1;
                RecruitsShortSword.Bonus5Type = (int)eProperty.Quickness;

                RecruitsShortSword.Quality       = 100;
                RecruitsShortSword.Condition     = 50000;
                RecruitsShortSword.MaxCondition  = 50000;
                RecruitsShortSword.Durability    = 50000;
                RecruitsShortSword.MaxDurability = 50000;
                RecruitsShortSword.Type_Damage   = 2;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsShortSword);
            }

            RecruitsDirk = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_dirk");
            if (RecruitsDirk == null)
            {
                RecruitsDirk      = new ItemTemplate();
                RecruitsDirk.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.RecruitingNothingButTrouble.Init.Text2");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsDirk.Name + ", creating it ...");
                }

                RecruitsDirk.Level  = 5;
                RecruitsDirk.Weight = 8;
                RecruitsDirk.Model  = 21;
                RecruitsDirk.Hand   = 2;

                RecruitsDirk.Object_Type = (int)eObjectType.ThrustWeapon;
                RecruitsDirk.Item_Type   = (int)eEquipmentItems.RIGHT_HAND;
                RecruitsDirk.Id_nb       = "k109_recruits_dirk";
                RecruitsDirk.Price       = 0;
                RecruitsDirk.IsPickable  = true;
                RecruitsDirk.IsDropable  = false;// can't be sold to merchand

                RecruitsDirk.DPS_AF     = 24;
                RecruitsDirk.SPD_ABS    = 26;
                RecruitsDirk.Bonus      = 5;
                RecruitsDirk.Bonus1     = 3;
                RecruitsDirk.Bonus1Type = (int)eProperty.Dexterity;
                RecruitsDirk.Bonus2     = 1;
                RecruitsDirk.Bonus2Type = (int)eProperty.AllMeleeWeaponSkills;
                RecruitsDirk.Bonus3     = 1;
                RecruitsDirk.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsDirk.Bonus4     = 1;
                RecruitsDirk.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsDirk.Bonus5     = 1;
                RecruitsDirk.Bonus5Type = (int)eProperty.Quickness;

                RecruitsDirk.Quality       = 100;
                RecruitsDirk.Condition     = 50000;
                RecruitsDirk.MaxCondition  = 50000;
                RecruitsDirk.Durability    = 50000;
                RecruitsDirk.MaxDurability = 50000;
                RecruitsDirk.Type_Damage   = 3;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsDirk);
            }

            RecruitsMace = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_mace");
            if (RecruitsMace == null)
            {
                RecruitsMace      = new ItemTemplate();
                RecruitsMace.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.RecruitingNothingButTrouble.Init.Text3");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsMace.Name + ", creating it ...");
                }

                RecruitsMace.Level  = 5;
                RecruitsMace.Weight = 24;
                RecruitsMace.Model  = 13;
                RecruitsMace.Hand   = 2;

                RecruitsMace.Object_Type = (int)eObjectType.CrushingWeapon;
                RecruitsMace.Item_Type   = (int)eEquipmentItems.RIGHT_HAND;
                RecruitsMace.Id_nb       = "k109_recruits_mace";
                RecruitsMace.Price       = 0;
                RecruitsMace.IsPickable  = true;
                RecruitsMace.IsDropable  = false;// can't be sold to merchand

                RecruitsMace.DPS_AF     = 24;
                RecruitsMace.SPD_ABS    = 30;
                RecruitsMace.Bonus      = 5;
                RecruitsMace.Bonus1     = 3;
                RecruitsMace.Bonus1Type = (int)eProperty.Acuity;
                RecruitsMace.Bonus2     = 1;
                RecruitsMace.Bonus2Type = (int)eProperty.AllMagicSkills;
                RecruitsMace.Bonus3     = 1;
                RecruitsMace.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsMace.Bonus4     = 1;
                RecruitsMace.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsMace.Bonus5     = 1;
                RecruitsMace.Bonus5Type = (int)eProperty.Dexterity;

                RecruitsMace.Quality       = 100;
                RecruitsMace.Condition     = 50000;
                RecruitsMace.MaxCondition  = 50000;
                RecruitsMace.Durability    = 50000;
                RecruitsMace.MaxDurability = 50000;
                RecruitsMace.Type_Damage   = 1;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsMace);
            }

            RecruitsStaff = GameServer.Database.FindObjectByKey <ItemTemplate>("k109_recruits_staff");
            if (RecruitsStaff == null)
            {
                RecruitsStaff      = new ItemTemplate();
                RecruitsStaff.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.RecruitingNothingButTrouble.Init.Text4");
                if (log.IsWarnEnabled)
                {
                    log.Warn("Could not find " + RecruitsStaff.Name + ", creating it ...");
                }

                RecruitsStaff.Level  = 5;
                RecruitsStaff.Weight = 24;
                RecruitsStaff.Model  = 19;
                RecruitsStaff.Hand   = 1;

                RecruitsStaff.Object_Type = (int)eObjectType.Staff;
                RecruitsStaff.Item_Type   = (int)eEquipmentItems.TWO_HANDED;
                RecruitsStaff.Id_nb       = "k109_recruits_staff";
                RecruitsStaff.Price       = 0;
                RecruitsStaff.IsPickable  = true;
                RecruitsStaff.IsDropable  = false;// can't be sold to merchand

                RecruitsStaff.DPS_AF     = 24;
                RecruitsStaff.SPD_ABS    = 37;
                RecruitsStaff.Bonus      = 5;
                RecruitsStaff.Bonus1     = 3;
                RecruitsStaff.Bonus1Type = (int)eProperty.Acuity;
                RecruitsStaff.Bonus2     = 1;
                RecruitsStaff.Bonus2Type = (int)eProperty.Constitution;
                RecruitsStaff.Bonus3     = 1;
                RecruitsStaff.Bonus3Type = (int)eProperty.Resist_Crush;
                RecruitsStaff.Bonus4     = 1;
                RecruitsStaff.Bonus4Type = (int)eProperty.Resist_Thrust;
                RecruitsStaff.Bonus5     = 1;
                RecruitsStaff.Bonus5Type = (int)eProperty.Dexterity;
                RecruitsStaff.Bonus6     = 10;
                RecruitsStaff.Bonus6Type = (int)eProperty.AllFocusLevels;  // Focus Spell Line?

                RecruitsStaff.Quality       = 100;
                RecruitsStaff.Condition     = 50000;
                RecruitsStaff.MaxCondition  = 50000;
                RecruitsStaff.Durability    = 50000;
                RecruitsStaff.MaxDurability = 50000;
                RecruitsStaff.Type_Damage   = 1;

                // You don't have to store the created item in the db if you don't want,
                // it will be recreated each time it is not found, just comment the following
                // line if you rather not modify your database
                GameServer.Database.AddObject(RecruitsStaff);
            }

            ItemTemplate rhedasword = new ItemTemplate();

            rhedasword.Weight       = 0;
            rhedasword.Condition    = 50000;
            rhedasword.MaxCondition = 50000;
            rhedasword.Model        = 3;
            rhedasword.Extension    = 1;
            rhedasword.Name         = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.RecruitingNothingButTrouble.Init.Text5");

            Level                = 2;
            QuestGiver           = Rheda;
            Rewards.Experience   = 90;
            Rewards.MoneyPercent = 100;
            Rewards.AddOptionalItem(RecruitsShortSword);
            Rewards.AddOptionalItem(RecruitsDirk);
            Rewards.AddOptionalItem(RecruitsMace);
            Rewards.AddOptionalItem(RecruitsStaff);
            Rewards.ChoiceOf = 1;

            BanditRecruitsKilled = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.RecruitingNothingButTrouble.Init.Text6"), QuestGoal.GoalType.KillTask, 1, rhedasword);
        }
Exemple #11
0
        private void Init()
        {
            #region defineItems


            ItemTemplate standardDagger = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_dagger_alb");
            if (standardDagger == null)
            {
                standardDagger             = CreateOneHand();
                standardDagger.Id_nb       = "standard_dagger_alb";
                standardDagger.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsPaladin.Init.Text1");
                standardDagger.Bonus1      = 3;
                standardDagger.Bonus1Type  = (int)eProperty.Strength;
                standardDagger.Bonus2      = 1;
                standardDagger.Bonus2Type  = (int)eProperty.Dexterity;
                standardDagger.Bonus3      = 1;
                standardDagger.Bonus3Type  = (int)eProperty.Quickness;
                standardDagger.Bonus4      = 1;
                standardDagger.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardDagger.SPD_ABS     = 23;
                standardDagger.Type_Damage = 3;
                standardDagger.Model       = 25;
                standardDagger.Object_Type = 4;
                standardDagger.Item_Type   = 11;
                GameServer.Database.AddObject(standardDagger);
            }

            ItemTemplate standardSword = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_sword_alb");
            if (standardSword == null)
            {
                standardSword             = CreateOneHand();
                standardSword.Id_nb       = "standard_sword_alb";
                standardSword.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsPaladin.Init.Text2");
                standardSword.Bonus1      = 3;
                standardSword.Bonus1Type  = (int)eProperty.Strength;
                standardSword.Bonus2      = 1;
                standardSword.Bonus2Type  = (int)eProperty.Dexterity;
                standardSword.Bonus3      = 1;
                standardSword.Bonus3Type  = (int)eProperty.Quickness;
                standardSword.Bonus4      = 1;
                standardSword.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardSword.SPD_ABS     = 25;
                standardSword.Object_Type = 3;
                standardSword.Type_Damage = 2;
                standardSword.Item_Type   = 10;
                standardSword.Model       = 651;
                GameServer.Database.AddObject(standardSword);
            }

            ItemTemplate standardHammer = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_hammer_alb_str");
            if (standardHammer == null)
            {
                standardHammer             = CreateOneHand();
                standardHammer.Id_nb       = "standard_hammer_alb_str";
                standardHammer.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsPaladin.Init.Text3");
                standardHammer.Bonus1      = 3;
                standardHammer.Bonus1Type  = (int)eProperty.Strength;
                standardHammer.Bonus2      = 1;
                standardHammer.Bonus2Type  = (int)eProperty.Dexterity;
                standardHammer.Bonus3      = 1;
                standardHammer.Bonus3Type  = (int)eProperty.Quickness;
                standardHammer.Bonus4      = 1;
                standardHammer.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardHammer.SPD_ABS     = 26;
                standardHammer.Object_Type = 2;
                standardHammer.Type_Damage = 1;
                standardHammer.Item_Type   = 10;
                standardHammer.Model       = 12;
                GameServer.Database.AddObject(standardHammer);
            }

            ItemTemplate standardGreatSword = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_great_sword_alb");
            if (standardGreatSword == null)
            {
                standardGreatSword             = CreateTwoHanded();
                standardGreatSword.Id_nb       = "standard_great_sword_alb";
                standardGreatSword.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsPaladin.Init.Text4");
                standardGreatSword.Bonus1      = 3;
                standardGreatSword.Bonus1Type  = (int)eProperty.Strength;
                standardGreatSword.Bonus2      = 1;
                standardGreatSword.Bonus2Type  = (int)eProperty.Dexterity;
                standardGreatSword.Bonus3      = 1;
                standardGreatSword.Bonus3Type  = (int)eProperty.Quickness;
                standardGreatSword.Bonus4      = 1;
                standardGreatSword.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardGreatSword.SPD_ABS     = 28;
                standardGreatSword.Type_Damage = 2;
                standardGreatSword.Model       = 7;
                GameServer.Database.AddObject(standardGreatSword);
            }

            ItemTemplate standardGreatHammer = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_great_Hammer_alb");
            if (standardGreatHammer == null)
            {
                standardGreatHammer             = CreateTwoHanded();
                standardGreatHammer.Id_nb       = "standard_great_Hammer_alb";
                standardGreatHammer.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsPaladin.Init.Text5");
                standardGreatHammer.Bonus1      = 3;
                standardGreatHammer.Bonus1Type  = (int)eProperty.Strength;
                standardGreatHammer.Bonus2      = 1;
                standardGreatHammer.Bonus2Type  = (int)eProperty.Dexterity;
                standardGreatHammer.Bonus3      = 1;
                standardGreatHammer.Bonus3Type  = (int)eProperty.Quickness;
                standardGreatHammer.Bonus4      = 1;
                standardGreatHammer.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardGreatHammer.SPD_ABS     = 28;
                standardGreatHammer.Type_Damage = 1;
                standardGreatHammer.Model       = 17;
                GameServer.Database.AddObject(standardGreatHammer);
            }

            ItemTemplate standardMattock = GameServer.Database.FindObjectByKey <ItemTemplate>("standard_mattock");
            if (standardMattock == null)
            {
                standardMattock             = CreateTwoHanded();
                standardMattock.Id_nb       = "standard_mattock";
                standardMattock.Name        = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsPaladin.Init.Text6");
                standardMattock.Bonus1      = 3;
                standardMattock.Bonus1Type  = (int)eProperty.Strength;
                standardMattock.Bonus2      = 1;
                standardMattock.Bonus2Type  = (int)eProperty.Dexterity;
                standardMattock.Bonus3      = 1;
                standardMattock.Bonus3Type  = (int)eProperty.Quickness;
                standardMattock.Bonus4      = 1;
                standardMattock.Bonus4Type  = (int)eProperty.AllMeleeWeaponSkills;
                standardMattock.SPD_ABS     = 28;
                standardMattock.Type_Damage = 3;
                standardMattock.Model       = 16;
                GameServer.Database.AddObject(standardMattock);
            }
            #endregion

            Level                = 1;
            QuestGiver           = sirStrain;
            Rewards.Experience   = 22;
            Rewards.MoneyPercent = 18;
            Rewards.AddOptionalItem(standardDagger);
            Rewards.AddOptionalItem(standardSword);
            Rewards.AddOptionalItem(standardHammer);
            Rewards.AddOptionalItem(standardGreatSword);
            Rewards.AddOptionalItem(standardGreatHammer);
            Rewards.AddOptionalItem(standardMattock);
            Rewards.ChoiceOf = 1;

            greetingsPaladinGoal = AddGoal(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Alb.GreetingsPaladin.Description"), QuestGoal.GoalType.KillTask, 0, null);
        }