Esempio n. 1
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        public SilverCrowBracelet()
        {
            Weight = 1.0;
            Name   = "Silver Crow Bracelet";
            Hue    = 1953;

            //Attributes.AttackChance = 10;
            //Attributes.BonusStr = 10;
            //Attributes.BonusDex = 10;
            //Attributes.BonusMana = 10;
            Attributes.CastSpeed    = 1;
            Attributes.CastRecovery = 3;
            Attributes.DefendChance = 10;
            //Attributes.Luck = 100;
            //Attributes.RegenMana = 3;
            //Attributes.WeaponSpeed = 15;

            SkillBonuses.SetValues(0, SkillName.Swords, 20.0);

            Resistances.Energy   = 5;
            Resistances.Fire     = 2;
            Resistances.Physical = 10;
        }
Esempio n. 2
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 public SwordOfTheSpirit() : base(0x906)
 {
     Name                       = "The Sword of The Spirit";
     Layer                      = Layer.FirstValid;
     Weight                     = 0.0;
     LootType                   = LootType.Blessed;
     FollowersBonus             = 2;
     Attributes.SpellChanneling = 1;
     Attributes.CastSpeed       = 1;
     Attributes.CastRecovery    = 3;
     Attributes.SpellDamage     = 125;
     Attributes.LowerRegCost    = 20;
     Attributes.AttackChance    = 45;
     Attributes.BonusDex        = 65;
     Attributes.Luck            = 400;
     SkillBonuses.SetValues(0, SkillName.Healing, 100);
     SkillBonuses.SetValues(1, SkillName.Wrestling, 100);
     SkillBonuses.SetValues(2, SkillName.Parry, 100);
     MaxRange = 10;
     WeaponAttributes.MageWeapon     = 30;
     WeaponAttributes.HitLowerAttack = 100;
     WeaponAttributes.HitLowerDefend = 100;
 }
Esempio n. 3
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        public DespicableQuiver() : base(0x2B02)
        {
            Hue = 2671;

            DamageIncrease      = 10;
            WeightReduction     = 30;
            Attributes.BonusDex = 5;
            SkillBonuses.SetValues(0, SkillName.Archery, 5.0);
            Attributes.ReflectPhysical = 5;
            Attributes.AttackChance    = 5;

            switch (Utility.Random(5))
            {
            case 0: Resistances.Physical = 10; break;

            case 1: Resistances.Fire = 10; break;

            case 2: Resistances.Cold = 10; break;

            case 3: Resistances.Poison = 10; break;

            case 4: Resistances.Energy = 10; break;
            }
        }
Esempio n. 4
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        public GargishHephaestus(bool antique)
        {
            Hue = 1910;
            Attributes.SpellChanneling = 1;
            Attributes.ReflectPhysical = 15;
            Attributes.DefendChance = 15;
            Attributes.CastSpeed = 1;
            Attributes.LowerManaCost = 8;

            PhysicalBonus = 15;
            ArmorAttributes.SelfRepair = 5;

            SkillBonuses.SetValues(0, SkillName.Parry, 10.0);

            if (antique)
            {
                MaxHitPoints = 250;
                NegativeAttributes.Antique = 1;
            }
            else
                MaxHitPoints = 255;

            HitPoints = MaxHitPoints;
        }
Esempio n. 5
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        public DantesEarrings()
        {
            Name = "Dantes Earrings";
            Hue  = 468;


            Attributes.LowerManaCost = 10;
            Attributes.DefendChance  = 10;
            Attributes.Luck          = 240;
            Attributes.BonusMana     = 5;
            Attributes.BonusHits     = 25;
            Attributes.BonusStam     = 5;
            Attributes.RegenHits     = 1;
            Attributes.RegenMana     = 1;
            Attributes.RegenStam     = 1;
            Attributes.CastRecovery  = 3;
            Attributes.CastSpeed     = 2;
            Resistances.Energy       = 5;
            Resistances.Fire         = 5;
            Resistances.Cold         = 5;
            Resistances.Poison       = 5;
            Resistances.Physical     = 5;
            SkillBonuses.SetValues(0, SkillName.MagicResist, 15.0);
        }
 public LockeTGloves()
 {
     Weight = 7;
     Name   = "[FF6] Locke's Thief Gloves";
     Hue    = 598;
     SkillBonuses.SetValues(0, SkillName.Stealing, 5.0);
     Attributes.BonusDex             = 15;
     Attributes.BonusHits            = 15;
     Attributes.BonusInt             = 15;
     Attributes.DefendChance         = 15;
     Attributes.LowerManaCost        = 20;
     Attributes.Luck                 = 50;
     Attributes.NightSight           = 1;
     Attributes.ReflectPhysical      = 10;
     Attributes.RegenHits            = 2;
     Attributes.WeaponDamage         = 5;
     ArmorAttributes.DurabilityBonus = 100;
     ColdBonus     = 15;
     EnergyBonus   = 15;
     FireBonus     = 15;
     PhysicalBonus = 40;
     PoisonBonus   = 15;
     StrBonus      = 25;
 }
Esempio n. 7
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        private static void ApplySkillBonus( SkillBonuses attrs, int min, int max, int index, int low, int high )
        {
            SkillName[] possibleSkills = ( attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills );
            int count = possibleSkills.Length;

            SkillName sk, check;
            double bonus;
            bool found;

            do
            {
                found = false;
                sk = possibleSkills[Utility.Random( count )];

                for ( int i = 0; !found && i < 5; ++i )
                    found = ( attrs.GetValues( i, out check, out bonus ) && check == sk );
            } while ( found );

            attrs.SetValues( (short) index, sk, (short) Scale( min, max, low, high ) );
        }
Esempio n. 8
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 public Runesabre()
 {
     WeaponAttributes.MageWeapon = 1;
     SkillBonuses.SetValues(0, SkillName.MagicResist, 5.0);
 }
Esempio n. 9
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 public GreaterHealMagicStaff() : base(MagicStaffEffect.Charges, 1, 11)
 {
     IntRequirement = 25;
     Name           = "wand of greater healing";
     SkillBonuses.SetValues(1, SkillName.Magery, 40);
 }
 public GargishRobeBearingTheCrestOfBlackthorn3()
 {
     ReforgedSuffix = ReforgedSuffix.Blackthorn;
     SkillBonuses.SetValues(0, SkillName.Stealth, 10.0);
     Hue = 2130;
 }
Esempio n. 11
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 public AncientSamuraiDo() : base()
 {
     ArmorAttributes.LowerStatReq = 100;
     ArmorAttributes.MageArmor    = 1;
     SkillBonuses.SetValues(0, SkillName.Parry, 10.0);
 }
Esempio n. 12
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        public ArtifactBracelet()
        {
            Name = m_Names[Utility.Random(m_Names.Length)];
            Hue  = Utility.RandomMinMax(5, 3000);
            // Name = "Artifact Bracelet";

            // random chance to get diffent resist %
            Resistances.Physical = Utility.RandomMinMax(10, 20);
            Resistances.Fire     = Utility.RandomMinMax(10, 20);
            Resistances.Cold     = Utility.RandomMinMax(10, 20);
            Resistances.Poison   = Utility.RandomMinMax(10, 20);
            Resistances.Energy   = Utility.RandomMinMax(10, 20);

            // id it shows item as
            switch (Utility.Random(2))
            {
            case 0: ItemID = 4230; break;    //gold

            case 1: ItemID = 7942; break;    // silver
            }
            // random chance to get these stats added to item ,chance of one stat per switch
            switch (Utility.Random(20))
            {
            case 0: Attributes.RegenHits = Utility.RandomMinMax(1, 4); break;

            case 1: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break;

            case 2: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break;

            case 3: Attributes.DefendChance = Utility.RandomMinMax(10, 20); break;

            case 4: Attributes.AttackChance = Utility.RandomMinMax(10, 20); break;
            }
            switch (Utility.Random(20))
            {
            case 0: Attributes.BonusStr = Utility.RandomMinMax(1, 5); break;

            case 1: Attributes.BonusDex = Utility.RandomMinMax(1, 5); break;

            case 2: Attributes.BonusInt = Utility.RandomMinMax(1, 5); break;

            case 3: Attributes.BonusHits = Utility.RandomMinMax(10, 20); break;

            case 4: Attributes.BonusStam = Utility.RandomMinMax(10, 20); break;

            case 5: Attributes.BonusMana = Utility.RandomMinMax(10, 20); break;
            }
            switch (Utility.Random(20))
            {
            case 0: Attributes.WeaponDamage = Utility.RandomMinMax(10, 25); break;

            case 1: Attributes.WeaponSpeed = Utility.RandomMinMax(10, 20); break;

            case 2: Attributes.SpellDamage = Utility.RandomMinMax(10, 50); break;

            case 3: Attributes.CastRecovery = Utility.RandomMinMax(1, 2); break;

            case 4: Attributes.CastSpeed = Utility.RandomMinMax(1, 2); break;
            }
            switch (Utility.Random(20))
            {
            case 0: Attributes.LowerManaCost = Utility.RandomMinMax(5, 10); break;

            case 1: Attributes.LowerRegCost = Utility.RandomMinMax(10, 20); break;

            case 2: Attributes.ReflectPhysical = Utility.RandomMinMax(5, 20); break;

            case 3: Attributes.EnhancePotions = Utility.RandomMinMax(10, 20); break;

            case 4: Attributes.Luck = Utility.RandomMinMax(100, 200); break;

            case 5: Attributes.NightSight = 1; break;
                //    case 6: Attributes.SpellChanneling = 1; break;
            }
            switch (Utility.Random(20))
            {
            case 0: Attributes.WeaponDamage = Utility.RandomMinMax(10, 25); break;

            case 1: Attributes.WeaponSpeed = Utility.RandomMinMax(10, 20); break;

            case 2: Attributes.SpellDamage = Utility.RandomMinMax(5, 25); break;

            case 3: Attributes.CastRecovery = Utility.RandomMinMax(1, 2); break;

            case 4: Attributes.CastSpeed = Utility.RandomMinMax(1, 2); break;
            }


            // this will add 1 of these to every shoe sandal or boot
            switch (Utility.Random(21))
            {
            case 0: Attributes.WeaponDamage = Utility.RandomMinMax(10, 25); break;

            case 1: Attributes.WeaponSpeed = Utility.RandomMinMax(10, 20); break;

            case 2: Attributes.SpellDamage = Utility.RandomMinMax(5, 25); break;

            case 3: Attributes.CastRecovery = Utility.RandomMinMax(1, 2); break;

            case 4: Attributes.CastSpeed = Utility.RandomMinMax(1, 2); break;

            case 5: Attributes.LowerManaCost = Utility.RandomMinMax(5, 10); break;

            case 6: Attributes.LowerRegCost = Utility.RandomMinMax(10, 20); break;

            case 7: Attributes.ReflectPhysical = Utility.RandomMinMax(5, 20); break;

            case 8: Attributes.EnhancePotions = Utility.RandomMinMax(10, 20); break;

            case 9: Attributes.Luck = Utility.RandomMinMax(100, 200); break;

            case 10: Attributes.BonusStr = Utility.RandomMinMax(1, 5); break;

            case 11: Attributes.BonusDex = Utility.RandomMinMax(1, 5); break;

            case 12: Attributes.BonusInt = Utility.RandomMinMax(1, 5); break;

            case 13: Attributes.BonusHits = Utility.RandomMinMax(10, 20); break;

            case 14: Attributes.BonusStam = Utility.RandomMinMax(10, 20); break;

            case 15: Attributes.BonusMana = Utility.RandomMinMax(10, 20); break;

            case 16: Attributes.RegenHits = Utility.RandomMinMax(1, 4); break;

            case 17: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break;

            case 18: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break;

            case 19: Attributes.DefendChance = Utility.RandomMinMax(10, 20); break;

            case 20: Attributes.AttackChance = Utility.RandomMinMax(10, 20); break;
            }
// random skill bonus
            switch (Utility.Random(54))
            {
            case 0: SkillBonuses.SetValues(0, SkillName.Alchemy, 5.0); break;

            case 1: SkillBonuses.SetValues(0, SkillName.Anatomy, 5.0); break;

            case 2: SkillBonuses.SetValues(0, SkillName.AnimalLore, 5.0); break;

            case 3: SkillBonuses.SetValues(0, SkillName.ItemID, 5.0); break;

            case 4: SkillBonuses.SetValues(0, SkillName.ArmsLore, 5.0); break;

            case 5: SkillBonuses.SetValues(0, SkillName.Parry, 5.0); break;

            case 6: SkillBonuses.SetValues(0, SkillName.Begging, 5.0); break;

            case 7: SkillBonuses.SetValues(0, SkillName.Blacksmith, 5.0); break;

            case 8: SkillBonuses.SetValues(0, SkillName.Fletching, 5.0); break;

            case 9: SkillBonuses.SetValues(0, SkillName.Peacemaking, 5.0); break;

            case 10: SkillBonuses.SetValues(0, SkillName.Camping, 5.0); break;

            case 11: SkillBonuses.SetValues(0, SkillName.Carpentry, 5.0); break;

            case 12: SkillBonuses.SetValues(0, SkillName.Cartography, 5.0); break;

            case 13: SkillBonuses.SetValues(0, SkillName.Cooking, 5.0); break;

            case 14: SkillBonuses.SetValues(0, SkillName.DetectHidden, 5.0); break;

            case 15: SkillBonuses.SetValues(0, SkillName.Discordance, 5.0); break;

            case 16: SkillBonuses.SetValues(0, SkillName.EvalInt, 5.0); break;

            case 17: SkillBonuses.SetValues(0, SkillName.Healing, 5.0); break;

            case 18: SkillBonuses.SetValues(0, SkillName.Fishing, 5.0); break;

            case 19: SkillBonuses.SetValues(0, SkillName.Forensics, 5.0); break;

            case 20: SkillBonuses.SetValues(0, SkillName.Herding, 5.0); break;// lol has anyone ever used this skill before

            case 21: SkillBonuses.SetValues(0, SkillName.Hiding, 5.0); break;

            case 22: SkillBonuses.SetValues(0, SkillName.Provocation, 5.0); break;

            case 23: SkillBonuses.SetValues(0, SkillName.Inscribe, 5.0); break;

            case 24: SkillBonuses.SetValues(0, SkillName.Lockpicking, 5.0); break;

            case 25: SkillBonuses.SetValues(0, SkillName.Magery, 5.0); break;

            case 26: SkillBonuses.SetValues(0, SkillName.MagicResist, 5.0); break;

            case 27: SkillBonuses.SetValues(0, SkillName.Tactics, 5.0); break;

            case 28: SkillBonuses.SetValues(0, SkillName.Snooping, 5.0); break;

            case 29: SkillBonuses.SetValues(0, SkillName.Musicianship, 5.0); break;

            case 30: SkillBonuses.SetValues(0, SkillName.Poisoning, 5.0); break;

            case 31: SkillBonuses.SetValues(0, SkillName.Archery, 5.0); break;

            case 32: SkillBonuses.SetValues(0, SkillName.SpiritSpeak, 5.0); break;

            case 33: SkillBonuses.SetValues(0, SkillName.Stealing, 5.0); break;

            case 34: SkillBonuses.SetValues(0, SkillName.Tailoring, 5.0); break;

            case 35: SkillBonuses.SetValues(0, SkillName.AnimalTaming, 5.0); break;

            case 36: SkillBonuses.SetValues(0, SkillName.TasteID, 5.0); break;

            case 37: SkillBonuses.SetValues(0, SkillName.Tinkering, 5.0); break;

            case 38: SkillBonuses.SetValues(0, SkillName.Tracking, 5.0); break;

            case 39: SkillBonuses.SetValues(0, SkillName.Veterinary, 5.0); break;

            case 40: SkillBonuses.SetValues(0, SkillName.Swords, 5.0); break;

            case 41: SkillBonuses.SetValues(0, SkillName.Macing, 5.0); break;

            case 42: SkillBonuses.SetValues(0, SkillName.Fencing, 5.0); break;

            case 43: SkillBonuses.SetValues(0, SkillName.Wrestling, 5.0); break;

            case 44: SkillBonuses.SetValues(0, SkillName.Lumberjacking, 5.0); break;

            case 45: SkillBonuses.SetValues(0, SkillName.Mining, 5.0); break;

            case 46: SkillBonuses.SetValues(0, SkillName.Meditation, 5.0); break;

            case 47: SkillBonuses.SetValues(0, SkillName.Stealth, 5.0); break;

            case 48: SkillBonuses.SetValues(0, SkillName.RemoveTrap, 5.0); break;

            case 49: SkillBonuses.SetValues(0, SkillName.Necromancy, 5.0); break;

            case 50: SkillBonuses.SetValues(0, SkillName.Focus, 5.0); break;

            case 51: SkillBonuses.SetValues(0, SkillName.Chivalry, 5.0); break;

            case 52: SkillBonuses.SetValues(0, SkillName.Bushido, 5.0); break;

            case 53: SkillBonuses.SetValues(0, SkillName.Ninjitsu, 5.0); break;
            }
// END random skill bonus

            // LRC BONUS
            switch (Utility.Random(2))
            {
            case 0: Attributes.LowerRegCost = Utility.RandomMinMax(10, 25); break;
            }
            //Disadvantages
            // can be brittle

            /*       switch (Utility.Random(2))
             *     {
             *         case 0: Attributes.Brittle = 1; break;
             *     }
             *     // can be cursed
             *     switch (Utility.Random(2)) { case 0: LootType = LootType.Cursed; break; }
             *
             *     // can be unlucky
             *     switch (Utility.Random(2))
             *     {
             *         case 0: Attributes.Luck = -100; break;
             *     }
             */
        }
 public HumanBandedLance() : base(0x26C0)
 {
     Name   = "Banded Lance";
     Weight = 15.0;
     SkillBonuses.SetValues(0, SkillName.Tactics, 10.0);
 }
Esempio n. 14
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 public SingingAxe()
 {
     SkillBonuses.SetValues(0, SkillName.Musicianship, 5);
 }
Esempio n. 15
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 public MagicTrapMagicStaff() : base(MagicStaffEffect.Charges, 1, 20)
 {
     IntRequirement = 15;
     Name           = "wand of magical traps";
     SkillBonuses.SetValues(1, SkillName.Magery, 20);
 }
 public WallofStoneMagicStaff() : base(MagicStaffEffect.Charges, 1, 15)
 {
     IntRequirement = 20;
     Name           = "wand of stone wall";
     SkillBonuses.SetValues(1, SkillName.Magery, 30);
 }
Esempio n. 17
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 public WeaknessMagicStaff() : base(MagicStaffEffect.Charges, 1, 25)
 {
     IntRequirement = 10;
     Name           = "wand of weakness";
     SkillBonuses.SetValues(1, SkillName.Magery, 10);
 }
Esempio n. 18
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 public ElvenAmulet() : base(0x1089)
 {
     Weight = 0.1;
     Name   = "Amulet of Protection";
     SkillBonuses.SetValues(4, SkillName.MagicResist, 20);
 }
Esempio n. 19
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 public AbyssReaver()
 {
     SkillBonuses.SetValues(0, SkillName.Throwing, Utility.RandomMinMax(5, 10));
     Attributes.WeaponDamage = Utility.RandomMinMax(25, 35);
     Slayer = SlayerName.Exorcism;
 }
 public InvisibilityMagicStaff() : base(MagicStaffEffect.Charges, 1, 7)
 {
     IntRequirement = 35;
     Name           = "wand of invisibility";
     SkillBonuses.SetValues(1, SkillName.Magery, 60);
 }
Esempio n. 21
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        //[Constructable]
        public ShapeshifterArmor(int slotlevel) : base(0x13CC)
        {
            Weight   = 0.0;
            Movable  = false;
            LootType = LootType.Newbied;

            switch (slotlevel)
            {
            case 1:
                Name = "Eagle's feathers";
                Hue  = 1880;

                Attributes.RegenHits = 4;
                Attributes.BonusDex  = Utility.RandomMinMax(15, 25);
                Attributes.BonusStam = Utility.RandomMinMax(5, 15);
                Attributes.BonusHits = Utility.RandomMinMax(25, 45);

                PhysicalBonus = Utility.RandomMinMax(12, 30);
                ColdBonus     = Utility.RandomMinMax(20, 35);
                EnergyBonus   = Utility.RandomMinMax(20, 35);
                PoisonBonus   = Utility.RandomMinMax(20, 35);
                FireBonus     = Utility.RandomMinMax(20, 35);

                break;

            case 2:
                Name = "Wolf's Fur";
                Hue  = 2229;

                Attributes.RegenHits = 4;
                Attributes.BonusStr  = Utility.RandomMinMax(5, 15);
                Attributes.BonusDex  = Utility.RandomMinMax(15, 25);
                Attributes.BonusStam = Utility.RandomMinMax(25, 35);
                Attributes.BonusHits = Utility.RandomMinMax(25, 60);

                Attributes.DefendChance = Utility.RandomMinMax(1, 5);

                PhysicalBonus = Utility.RandomMinMax(20, 30);
                ColdBonus     = Utility.RandomMinMax(20, 40);
                EnergyBonus   = Utility.RandomMinMax(20, 40);
                PoisonBonus   = Utility.RandomMinMax(20, 40);
                FireBonus     = Utility.RandomMinMax(20, 40);

                break;

            case 3:
                Name = "Panther's Fur";
                Hue  = 2306;

                Attributes.RegenHits = 4;
                Attributes.BonusStr  = Utility.RandomMinMax(20, 30);
                Attributes.BonusDex  = Utility.RandomMinMax(25, 35);
                Attributes.BonusStam = Utility.RandomMinMax(30, 50);
                Attributes.BonusHits = Utility.RandomMinMax(45, 70);

                Attributes.DefendChance = Utility.RandomMinMax(1, 10);

                SkillBonuses.SetValues(0, SkillName.Wrestling, 5.0);

                PhysicalBonus = Utility.RandomMinMax(25, 40);
                ColdBonus     = Utility.RandomMinMax(35, 50);
                EnergyBonus   = Utility.RandomMinMax(35, 50);
                PoisonBonus   = Utility.RandomMinMax(35, 50);
                FireBonus     = Utility.RandomMinMax(35, 50);

                break;

            case 4:
                Name = "Bear's Fur";
                Hue  = 1841;

                Attributes.RegenHits = 4;
                Attributes.BonusStr  = Utility.RandomMinMax(40, 60);
                Attributes.BonusDex  = Utility.RandomMinMax(40, 50);
                Attributes.BonusStam = Utility.RandomMinMax(30, 60);
                Attributes.BonusHits = Utility.RandomMinMax(70, 120);

                Attributes.DefendChance = Utility.RandomMinMax(5, 15);

                SkillBonuses.SetValues(0, SkillName.Wrestling, 10.0);

                PhysicalBonus = Utility.RandomMinMax(35, 45);
                ColdBonus     = Utility.RandomMinMax(40, 55);
                EnergyBonus   = Utility.RandomMinMax(40, 55);
                PoisonBonus   = Utility.RandomMinMax(40, 55);
                FireBonus     = Utility.RandomMinMax(40, 55);

                break;

            case 5:
                Name   = "Animal Spirit's Shroud";
                Hue    = 2479;
                ItemID = 0x27CD;

                Attributes.RegenHits = 5;
                Attributes.BonusDex  = Utility.RandomMinMax(50, 70);
                Attributes.BonusStr  = Utility.RandomMinMax(60, 80);
                Attributes.BonusHits = Utility.RandomMinMax(100, 155);
                Attributes.BonusStam = Utility.RandomMinMax(65, 85);
                Attributes.BonusInt  = Utility.RandomMinMax(40, 50);
                Attributes.BonusMana = Utility.RandomMinMax(40, 50);

                Attributes.DefendChance = Utility.RandomMinMax(10, 20);

                SkillBonuses.SetValues(0, SkillName.Wrestling, 20.0);

                PhysicalBonus = Utility.RandomMinMax(40, 50);
                ColdBonus     = Utility.RandomMinMax(45, 60);
                EnergyBonus   = Utility.RandomMinMax(45, 60);
                PoisonBonus   = Utility.RandomMinMax(45, 60);
                FireBonus     = Utility.RandomMinMax(45, 60);

                break;

            default: break;
            }
        }
Esempio n. 22
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 public AgilityMagicStaff() : base(MagicStaffEffect.Charges, 1, 20)
 {
     IntRequirement = 15;
     Name           = "wand of agility";
     SkillBonuses.SetValues(1, SkillName.Magery, 20);
 }
 public ParalyzeFieldMagicStaff() : base(MagicStaffEffect.Charges, 1, 7)
 {
     IntRequirement = 35;
     Name           = "wand of paralyzing fields";
     SkillBonuses.SetValues(1, SkillName.Magery, 60);
 }
Esempio n. 24
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 public ArmsOfTacticalExcellence() : base()
 {
     Attributes.BonusDex = 5;
     SkillBonuses.SetValues(0, SkillName.Tactics, 12.0);
 }
Esempio n. 25
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 public AbyssReaver()
 {
     Slayer = SlayerName.Demon;
     SkillBonuses.SetValues(0, SkillName.Throwing, Utility.RandomMinMax(5, 10));
     Attributes.WeaponDamage = (short)Utility.RandomMinMax(25, 35);
 }
Esempio n. 26
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 public FireFieldMagicStaff() : base(MagicStaffEffect.Charges, 1, 11)
 {
     IntRequirement = 25;
     Name           = "wand of fire fields";
     SkillBonuses.SetValues(1, SkillName.Magery, 40);
 }
Esempio n. 27
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 public MagicArrowMagicStaff() : base(MagicStaffEffect.Charges, 1, 25)
 {
     IntRequirement = 10;
     Name           = "wand of magical arrow";
     SkillBonuses.SetValues(1, SkillName.Magery, 10);
 }
Esempio n. 28
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        public MagicTunic() : base(0x1fa1)
        {
            Name   = "Magical Tunic";
            Weight = 1.0;


            int val = Utility.RandomList(1, 2, 3, 4, 5, 6, 7, 8, 9, 10);

            switch (Utility.Random(53))
            {
            case 0: SkillBonuses.SetValues(0, SkillName.Alchemy, val); break;

            case 1: SkillBonuses.SetValues(0, SkillName.Anatomy, val); break;

            case 2: SkillBonuses.SetValues(0, SkillName.AnimalLore, val); break;

            case 3: SkillBonuses.SetValues(0, SkillName.ItemID, val); break;

            case 4: SkillBonuses.SetValues(0, SkillName.ArmsLore, val); break;

            case 5: SkillBonuses.SetValues(0, SkillName.Parry, val); break;

            case 6: SkillBonuses.SetValues(0, SkillName.Begging, val); break;

            case 7: SkillBonuses.SetValues(0, SkillName.Blacksmith, val); break;

            case 8: SkillBonuses.SetValues(0, SkillName.Fletching, val); break;

            case 9: SkillBonuses.SetValues(0, SkillName.Peacemaking, val); break;

            case 10: SkillBonuses.SetValues(0, SkillName.Camping, val); break;

            case 11: SkillBonuses.SetValues(0, SkillName.Carpentry, val); break;

            case 12: SkillBonuses.SetValues(0, SkillName.Cartography, val); break;

            case 13: SkillBonuses.SetValues(0, SkillName.Cooking, val); break;

            case 14: SkillBonuses.SetValues(0, SkillName.DetectHidden, val); break;

            case 15: SkillBonuses.SetValues(0, SkillName.Discordance, val); break;

            //case 16: SkillBonuses.SetValues( 0,SkillName.EvalInt, val ); break;
            case 16: SkillBonuses.SetValues(0, SkillName.Healing, val); break;

            case 17: SkillBonuses.SetValues(0, SkillName.Fishing, val); break;

            case 18: SkillBonuses.SetValues(0, SkillName.Forensics, val); break;

            case 19: SkillBonuses.SetValues(0, SkillName.Herding, val); break;

            case 20: SkillBonuses.SetValues(0, SkillName.Hiding, val); break;

            case 21: SkillBonuses.SetValues(0, SkillName.Provocation, val); break;

            case 22: SkillBonuses.SetValues(0, SkillName.Inscribe, val); break;

            case 23: SkillBonuses.SetValues(0, SkillName.Lockpicking, val); break;

            case 24: SkillBonuses.SetValues(0, SkillName.Magery, val); break;

            case 25: SkillBonuses.SetValues(0, SkillName.MagicResist, val); break;

            case 26: SkillBonuses.SetValues(0, SkillName.Tactics, val); break;

            case 27: SkillBonuses.SetValues(0, SkillName.Snooping, val); break;

            case 28: SkillBonuses.SetValues(0, SkillName.Musicianship, val); break;

            case 29: SkillBonuses.SetValues(0, SkillName.Poisoning, val); break;

            case 30: SkillBonuses.SetValues(0, SkillName.Archery, val); break;

            case 31: SkillBonuses.SetValues(0, SkillName.SpiritSpeak, val); break;

            case 32: SkillBonuses.SetValues(0, SkillName.Stealing, val); break;

            case 33: SkillBonuses.SetValues(0, SkillName.Tailoring, val); break;

            case 34: SkillBonuses.SetValues(0, SkillName.AnimalTaming, val); break;

            case 35: SkillBonuses.SetValues(0, SkillName.TasteID, val); break;

            case 36: SkillBonuses.SetValues(0, SkillName.Tinkering, val); break;

            case 37: SkillBonuses.SetValues(0, SkillName.Tracking, val); break;

            case 38: SkillBonuses.SetValues(0, SkillName.Veterinary, val); break;

            case 39: SkillBonuses.SetValues(0, SkillName.Swords, val); break;

            case 40: SkillBonuses.SetValues(0, SkillName.Macing, val); break;

            case 41: SkillBonuses.SetValues(0, SkillName.Fencing, val); break;

            case 42: SkillBonuses.SetValues(0, SkillName.Wrestling, val); break;

            case 43: SkillBonuses.SetValues(0, SkillName.Lumberjacking, val); break;

            case 44: SkillBonuses.SetValues(0, SkillName.Mining, val); break;

            case 45: SkillBonuses.SetValues(0, SkillName.Meditation, val); break;

            case 46: SkillBonuses.SetValues(0, SkillName.Stealth, val); break;

            case 47: SkillBonuses.SetValues(0, SkillName.RemoveTrap, val); break;

            case 48: SkillBonuses.SetValues(0, SkillName.Necromancy, val); break;

            case 49: SkillBonuses.SetValues(0, SkillName.Focus, val); break;

            case 50: SkillBonuses.SetValues(0, SkillName.Chivalry, val); break;

            case 51: SkillBonuses.SetValues(0, SkillName.Bushido, val); break;

            case 52: SkillBonuses.SetValues(0, SkillName.Ninjitsu, val); break;
            }
        }
 public EarthElementalMagicStaff() : base(MagicStaffEffect.Charges, 1, 3)
 {
     IntRequirement = 45;
     Name           = "wand of earth elementals";
     SkillBonuses.SetValues(1, SkillName.Magery, 80);
 }
Esempio n. 30
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 public MarkMagicStaff() : base(MagicStaffEffect.Charges, 1, 7)
 {
     IntRequirement = 35;
     Name           = "wand of marking";
     SkillBonuses.SetValues(1, SkillName.Magery, 60);
 }
Esempio n. 31
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 public LightningMagicStaff() : base(MagicStaffEffect.Charges, 1, 11)
 {
     IntRequirement = 25;
     Name           = "wand of lightning bolts";
     SkillBonuses.SetValues(1, SkillName.Magery, 40);
 }