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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }