public override void OnRemoved(object parent) { if (parent is Mobile) { Mobile m = ( Mobile )parent; Hue = 0x0; Attributes.WeaponSpeed = 0; WeaponAttributes.SelfRepair = 0; if (m.FindItemOnLayer(Layer.TwoHanded) is MalekisHonor) { MalekisHonor shield = m.FindItemOnLayer(Layer.TwoHanded) as MalekisHonor; shield.Hue = 0x0; shield.Attributes.BonusStr = 0; shield.Attributes.DefendChance = 0; shield.ArmorAttributes.SelfRepair = 0; } this.InvalidateProperties(); } base.OnRemoved(parent); }
public override bool OnEquip(Mobile from) { Item item = from.FindItemOnLayer(Layer.TwoHanded); if (item != null && item.GetType() == typeof(MalekisHonor)) { Effects.PlaySound(from.Location, from.Map, 503); from.FixedParticles(0x376A, 9, 32, 5030, EffectLayer.Waist); Hue = 0x388; WeaponAttributes.SelfRepair = 3; Attributes.WeaponSpeed = 35; MalekisHonor shield = from.FindItemOnLayer(Layer.TwoHanded) as MalekisHonor; shield.Hue = 0x388; shield.Attributes.BonusStr = 10; shield.Attributes.DefendChance = 10; shield.ArmorAttributes.SelfRepair = 3; from.SendLocalizedMessage(1072391); } this.InvalidateProperties(); return(base.OnEquip(from)); }
public static Item GetRandomSetItem() { Item result = null; //Choose between common or rare if (5 > Utility.Random(100)) { //Rare item switch (Utility.RandomMinMax(1, 16)) { case 1: result = new AcolyteTunic(); break; case 2: result = new AcolyteLeggings(); break; case 3: result = new AssassinGloves(); break; case 4: result = new AssassinLeggings(); break; case 5: result = new HunterTunic(); break; case 6: result = new HunterSleeves(); break; case 7: result = new LeafweaveTunic(); break; case 8: result = new LeafweaveSleeves(); break; case 9: result = new MyrmidonGorget(); break; case 10: result = new MyrmidonChest(); break; case 11: result = new MyrmidonHelm(); break; case 12: result = new DeathsEssenceHelm(); break; case 13: result = new DeathsEssenceSleeves(); break; case 14: result = new PlateOfHonorChest(); break; case 15: result = new PlateOfHonorLegs(); break; case 16: result = new PlateOfHonorHelm(); break; } } else { //Common item switch (Utility.RandomMinMax(1, 21)) { case 1: result = new AcolyteSleeves(); break; case 2: result = new AcolyteGloves(); break; case 3: result = new AssassinSleeves(); break; case 4: result = new AssassinTunic(); break; case 5: result = new HunterLeggings(); break; case 6: result = new HunterGloves(); break; case 7: result = new LeafweaveLeggings(); break; case 8: result = new LeafweaveGloves(); break; case 9: result = new MyrmidonArms(); break; case 10: result = new MyrmidonLegs(); break; case 11: result = new MyrmidonGloves(); break; case 12: result = new DeathsEssenceLeggings(); break; case 13: result = new DeathsEssenceTunic(); break; case 14: result = new DeathsEssenceGloves(); break; case 15: result = new PlateOfHonorArms(); break; case 16: result = new PlateOfHonorGloves(); break; case 17: result = new PlateOfHonorGorget(); break; case 18: result = new Evocaricus(); break; case 19: result = new MalekisHonor(); break; case 20: result = new Feathernock(); break; case 21: result = new Swiftflight(); break; } } return(result); }
public static Item GetRandomSetItem() { Item result = null; //Choose between common or rare if ( 5 > Utility.Random( 100 ) ) { //Rare item switch ( Utility.RandomMinMax( 1, 16 ) ) { case 1: result = new AcolyteTunic(); break; case 2: result = new AcolyteLeggings(); break; case 3: result = new AssassinGloves(); break; case 4: result = new AssassinLeggings(); break; case 5: result = new HunterTunic(); break; case 6: result = new HunterSleeves(); break; case 7: result = new LeafweaveTunic(); break; case 8: result = new LeafweaveSleeves(); break; case 9: result = new MyrmidonGorget(); break; case 10: result = new MyrmidonChest(); break; case 11: result = new MyrmidonHelm(); break; case 12: result = new DeathsEssenceHelm(); break; case 13: result = new DeathsEssenceSleeves(); break; case 14: result = new PlateOfHonorChest(); break; case 15: result = new PlateOfHonorLegs(); break; case 16: result = new PlateOfHonorHelm(); break; } } else { //Common item switch ( Utility.RandomMinMax( 1, 21 ) ) { case 1: result = new AcolyteSleeves(); break; case 2: result = new AcolyteGloves(); break; case 3: result = new AssassinSleeves(); break; case 4: result = new AssassinTunic(); break; case 5: result = new HunterLeggings(); break; case 6: result = new HunterGloves(); break; case 7: result = new LeafweaveLeggings(); break; case 8: result = new LeafweaveGloves(); break; case 9: result = new MyrmidonArms(); break; case 10: result = new MyrmidonLegs(); break; case 11: result = new MyrmidonGloves(); break; case 12: result = new DeathsEssenceLeggings(); break; case 13: result = new DeathsEssenceTunic(); break; case 14: result = new DeathsEssenceGloves(); break; case 15: result = new PlateOfHonorArms(); break; case 16: result = new PlateOfHonorGloves(); break; case 17: result = new PlateOfHonorGorget(); break; case 18: result = new Evocaricus(); break; case 19: result = new MalekisHonor(); break; case 20: result = new Feathernock(); break; case 21: result = new Swiftflight(); break; } } return result; }