public RandomAccWeap(int damageLevel) : base(0x1ECD)
        {
            switch (damageLevel)
            {
            case 1:
                DamageLevel = WeaponDamageLevel.Ruin;
                break;

            case 2:
                DamageLevel = WeaponDamageLevel.Might;
                break;

            case 3:
                DamageLevel = WeaponDamageLevel.Force;
                break;

            case 4:
                DamageLevel = WeaponDamageLevel.Power;
                break;

            case 5:
                DamageLevel = WeaponDamageLevel.Vanq;
                break;

            default:
                DamageLevel = WeaponDamageLevel.Ruin;
                break;
            }

            Weight = 1.0;
            Name   = "Random accurate weapon of " + DamageLevel.ToString().ToLower();
            Hue    = 1960;
        }
        public RandomAccWeap() : base(0x1ECD)
        {
            if (DamageLevel == WeaponDamageLevel.Regular)
            {
                DamageLevel = WeaponDamageLevel.Ruin;
            }

            Weight = 1.0;
            Name   = "Random accurate weapon of " + DamageLevel.ToString().ToLower();
            Hue    = 1960;
        }