public Meiko()
		{
			Name = "Meiko";
            Title = "the Vampire Slayer";
			Body = 0x190;
			CantWalk = true;
			Hue = 0x83F8;
		
			Item weapon = new RepeatingCrossbow();
				weapon.Movable = false;
				weapon.Hue = 37;
			AddItem( weapon );
			Item arms = new PlateArms();
				arms.Movable = false;
				arms.Hue = 1150;
			AddItem( arms );
			Item gloves = new PlateGloves();
				gloves.Movable = false;
				gloves.Hue = 1150;
			AddItem( gloves );
			Item chest = new PlateChest();
				chest.Movable = false;
				chest.Hue = 1150;
			AddItem( chest );
			Item legs = new PlateLegs();
				legs.Movable = false;
				legs.Hue = 1150;
			AddItem( legs );
			Item gorget = new PlateGorget();
				gorget.Movable = false;
				gorget.Hue = 1150;
			AddItem( gorget );
			Item VampireRobe = new VampireRobe();
				VampireRobe.Movable = false;
				VampireRobe.Hue = 37;
			AddItem( VampireRobe );

            int hairHue = 1150;

			switch ( Utility.Random( 1 ) )
			{
				case 0: AddItem( new ShortHair( hairHue ) ); break;
			} 
			
			int VandykeHue = 1150;

			switch ( Utility.Random( 1 ) )
			{
				case 0: AddItem( new Vandyke( VandykeHue ) ); break;
			} 
			
			Blessed = true;
			
		}
Esempio n. 2
0
        public MongbatHideoutTreasureChest2() : base(0xE43)
        {
            Name    = "a treasure chest -50-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 50;
            LockLevel     = 50;
            MaxLockLevel  = 80;

/////////////////////////////////// Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(20, 300)));
            }

/////////////////////////////////////// Supplies

            switch (Utility.Random(18))
            {
            case 0: DropItem(new Board(70)); break;

            case 1: DropItem(new BoltOfCloth(70)); break;

            case 2: DropItem(new Bottle(70)); break;

            case 3: DropItem(new CopperWire(70)); break;

            case 4: DropItem(new Cotton(70)); break;

            case 5: DropItem(new DarkYarn(70)); break;

            case 6: DropItem(new Feather(70)); break;

            case 7: DropItem(new Flax(70)); break;

            case 8: DropItem(new Gears(70)); break;

            case 9: DropItem(new GoldWire(70)); break;

            case 10: DropItem(new IronIngot(70)); break;

            case 11: DropItem(new IronWire(70)); break;

            case 12: DropItem(new Leather(70)); break;

            case 13: DropItem(new LightYarn(70)); break;

            case 14: DropItem(new Shaft(70)); break;

            case 15: DropItem(new SilverWire(70)); break;

            case 16: DropItem(new SpoolOfThread(70)); break;

            case 17: DropItem(new Springs(70)); break;

            case 18: DropItem(new Wool(70)); break;
            }

            switch (Utility.Random(5))
            {
            case 0: DropItem(new BeetleEgg(25)); break;

            case 1: DropItem(new FishScale(25)); break;

            case 2: DropItem(new Nirnroot(25)); break;

            case 3: DropItem(new SerpentScale(25)); break;

            case 4: DropItem(new ThunderStone(25)); break;
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(10, 15);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new SackFlour());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

/////////////////////////////////////// LV 10-20
/////////////////////////////////////// LV 10-25 for staves
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(28))
                {
                case 0: weapon = new BattleAxe(); break;                   // Lv10

                case 1: weapon = new DoubleAxe(); break;                   // Lv20

                case 2: weapon = new MagicalShortbow(); break;             // Lv10

                case 3: weapon = new RepeatingCrossbow(); break;           // Lv10

                case 4: weapon = new ButcherKnife(); break;                // Lv10

                case 5: weapon = new CompositeBow(); break;                // Lv20

                case 6: weapon = new EbonyCrossbow(); break;               // Lv20

                case 7: weapon = new EbonyDagger(); break;                 // Lv10

                case 8: weapon = new Sai(); break;                         // Lv15

                case 9: weapon = new EbonyDualDaggers(); break;            // Lv20

                case 10: weapon = new Maul(); break;                       // Lv10

                case 11: weapon = new Scepter(); break;                    // Lv15

                case 12: weapon = new WarMace(); break;                    // Lv20

                case 13: weapon = new Pilum(); break;                      // Lv10

                case 14: weapon = new Pike(); break;                       // Lv15

                case 15: weapon = new Spear(); break;                      // Lv20

                case 16: weapon = new QuarterStaff(); break;               // Lv10

                case 17: weapon = new ReptilianStaff(); break;             // Lv15

                case 18: weapon = new BubbleStaff(); break;                // Lv25

                case 19: weapon = new CrystalStaff(); break;               // Lv25

                case 20: weapon = new EnergyStaff(); break;                // Lv25

                case 21: weapon = new FireStaff(); break;                  // Lv25

                case 22: weapon = new VineStaff(); break;                  // Lv25

                case 23: weapon = new EbonyRapier(); break;                // Lv10

                case 24: weapon = new Scimitar(); break;                   // Lv10

                case 25: weapon = new Longsword(); break;                  // Lv20

                case 26: weapon = new VikingSword(); break;                // Lv20

                default: weapon = new Wakizashi(); break;                  // Lv20
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

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

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

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

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                DropItem(weapon);
            }

/////////////////////////////////////// LV 12-18
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(19))
                {
                case 0: armor = new ChitinArms(); break;                         // Lv12

                case 1: armor = new ChitinChest(); break;                        // Lv12

                case 2: armor = new ChitinGloves(); break;                       // Lv12

                case 3: armor = new ChitinGorget(); break;                       // Lv12

                case 4: armor = new ChitinHelmet(); break;                       // Lv12

                case 5: armor = new ChitinLegs(); break;                         // Lv12

                case 6: armor = new FemaleStuddedChest(); break;                 // Lv15

                case 7: armor = new StuddedArms(); break;                        // Lv15

                case 8: armor = new StuddedBustierArms(); break;                 // Lv15

                case 9: armor = new StuddedChest(); break;                       // Lv15

                case 10: armor = new StuddedGloves(); break;                     // Lv15

                case 11: armor = new StuddedGorget(); break;                     // Lv15

                case 12: armor = new StuddedLegs(); break;                       // Lv15

                case 13: armor = new HideFemaleChest(); break;                   // Lv18

                case 14: armor = new HideGloves(); break;                        // Lv18

                case 15: armor = new HideGorget(); break;                        // Lv18

                case 16: armor = new HidePants(); break;                         // Lv18

                case 17: armor = new HidePauldrons(); break;                     // Lv18

                default: armor = new HideChest(); break;                         // Lv18
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50);
                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10);
                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield1 = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50);
                }
                DropItem(shield1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield2 = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50);
                }
                DropItem(shield2);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield3 = new MetalKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50);
                }
                DropItem(shield3);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10);
                }
                DropItem(ring);
            }
        }
Esempio n. 3
0
        public MongbatHideoutTreasureChest1() : base(0xE43)
        {
            Name    = "a treasure chest -40-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 40;
            LockLevel     = 40;
            MaxLockLevel  = 80;

/////////////////////////////////// Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(20, 300)));
            }

/////////////////////////////////////// Supplies

            switch (Utility.Random(19))
            {
            case 0: DropItem(new Board(60)); break;

            case 1: DropItem(new BoltOfCloth(60)); break;

            case 2: DropItem(new Bottle(60)); break;

            case 3: DropItem(new CopperWire(60)); break;

            case 4: DropItem(new Cotton(60)); break;

            case 5: DropItem(new DarkYarn(60)); break;

            case 6: DropItem(new Feather(60)); break;

            case 7: DropItem(new Flax(60)); break;

            case 8: DropItem(new Gears(60)); break;

            case 9: DropItem(new GoldWire(60)); break;

            case 10: DropItem(new IronIngot(60)); break;

            case 11: DropItem(new IronWire(60)); break;

            case 12: DropItem(new Leather(60)); break;

            case 13: DropItem(new LightYarn(60)); break;

            case 14: DropItem(new Shaft(60)); break;

            case 15: DropItem(new SilverWire(60)); break;

            case 16: DropItem(new SpoolOfThread(60)); break;

            case 17: DropItem(new Springs(60)); break;

            case 18: DropItem(new Wool(60)); break;
            }

            switch (Utility.Random(5))
            {
            case 0: DropItem(new BeetleEgg(15)); break;

            case 1: DropItem(new FishScale(15)); break;

            case 2: DropItem(new Nirnroot(15)); break;

            case 3: DropItem(new SerpentScale(15)); break;

            case 4: DropItem(new ThunderStone(15)); break;
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(5, 10);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new SackFlour());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(36))
                {
                case 0: weapon = new Hatchet(); break;                     // Lv1

                case 1: weapon = new Axe(); break;                         // Lv5

                case 2: weapon = new BattleAxe(); break;                   // Lv10

                case 3: weapon = new Bow(); break;                         // Lv1

                case 4: weapon = new Crossbow(); break;                    // Lv1

                case 5: weapon = new Balestra(); break;                    // Lv5

                case 6: weapon = new ElvenLeafBow(); break;                // Lv5

                case 7: weapon = new MagicalShortbow(); break;             // Lv10

                case 8: weapon = new RepeatingCrossbow(); break;           // Lv10

                case 9: weapon = new SkinningKnife(); break;               // Lv1

                case 10: weapon = new Cleaver(); break;                    // Lv5

                case 11: weapon = new Dagger(); break;                     // Lv5

                case 12: weapon = new ButcherKnife(); break;               // Lv10

                case 13: weapon = new EbonyDagger(); break;                // Lv10

                case 14: weapon = new Sai(); break;                        // Lv15

                case 15: weapon = new Club(); break;                       // Lv1

                case 16: weapon = new Nunchaku(); break;                   // Lv1

                case 17: weapon = new Mace(); break;                       // Lv5

                case 18: weapon = new Maul(); break;                       // Lv10

                case 19: weapon = new Scepter(); break;                    // Lv15

                case 20: weapon = new Pitchfork(); break;                  // Lv1

                case 21: weapon = new ShortSpear(); break;                 // Lv5

                case 22: weapon = new Pilum(); break;                      // Lv10

                case 23: weapon = new Pike(); break;                       // Lv15

                case 24: weapon = new GnarledStaff(); break;               // Lv1

                case 25: weapon = new ShepherdsCrook(); break;             // Lv1

                case 26: weapon = new QuarterStaff(); break;               // Lv10

                case 27: weapon = new ReptilianStaff(); break;             // Lv15

                case 28: weapon = new Bokuto(); break;                     // Lv1

                case 29: weapon = new BoneHarvester(); break;              // Lv1

                case 30: weapon = new Cutlass(); break;                    // Lv1

                case 31: weapon = new ElvenMachete(); break;               // Lv1

                case 32: weapon = new Kryss(); break;                      // Lv1

                case 33: weapon = new EbonyRapier(); break;                // Lv10

                case 34: weapon = new Scimitar(); break;                   // Lv10

                default: weapon = new Leafblade(); break;                  // Lv1
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

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

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                DropItem(weapon);
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(39))
                {
                case 0: armor = new LeatherArms(); break;                       // Lv1

                case 1: armor = new LeatherBustierArms(); break;                // Lv1

                case 2: armor = new LeatherCap(); break;                        // Lv1

                case 3: armor = new LeatherChest(); break;                      // Lv1

                case 4: armor = new LeatherGloves(); break;                     // Lv1

                case 5: armor = new LeatherGorget(); break;                     // Lv1

                case 6: armor = new LeatherLegs(); break;                       // Lv1

                case 7: armor = new LeatherShorts(); break;                     // Lv1

                case 8: armor = new LeatherSkirt(); break;                      // Lv1

                case 9: armor = new FemaleLeafChest(); break;                   // Lv1

                case 10: armor = new LeafArms(); break;                         // Lv3

                case 11: armor = new LeafChest(); break;                        // Lv3

                case 12: armor = new LeafGloves(); break;                       // Lv3

                case 13: armor = new LeafGorget(); break;                       // Lv3

                case 14: armor = new LeafLegs(); break;                         // Lv3

                case 15: armor = new LeafTonlet(); break;                       // Lv3

                case 16: armor = new LeatherDo(); break;                        // Lv6

                case 17: armor = new LeatherHaidate(); break;                   // Lv6

                case 18: armor = new LeatherHiroSode(); break;                  // Lv6

                case 19: armor = new LeatherJingasa(); break;                   // Lv6

                case 20: armor = new LeatherMempo(); break;                     // Lv6

                case 21: armor = new LeatherNinjaHood(); break;                 // Lv6

                case 22: armor = new LeatherNinjaJacket(); break;               // Lv6

                case 23: armor = new LeatherNinjaMitts(); break;                // Lv6

                case 24: armor = new LeatherNinjaPants(); break;                // Lv6

                case 25: armor = new LeatherSuneate(); break;                   // Lv6

                case 26: armor = new EbonsilkArms(); break;                     // Lv9

                case 27: armor = new EbonsilkChest(); break;                    // Lv9

                case 28: armor = new EbonsilkGloves(); break;                   // Lv9

                case 29: armor = new EbonsilkGorget(); break;                   // Lv9

                case 30: armor = new EbonsilkLegs(); break;                     // Lv9

                case 31: armor = new EbonsilkTiara(); break;                    // Lv9

                case 32: armor = new ChitinArms(); break;                       // Lv12

                case 33: armor = new ChitinChest(); break;                      // Lv12

                case 34: armor = new ChitinGloves(); break;                     // Lv12

                case 35: armor = new ChitinGorget(); break;                     // Lv12

                case 36: armor = new ChitinHelmet(); break;                     // Lv12

                case 37: armor = new ChitinLegs(); break;                       // Lv12

                default: armor = new FemaleLeatherChest(); break;               // Lv1
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50);
                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10);
                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield1 = new Buckler();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50);
                }
                DropItem(shield1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield2 = new WoodenShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50);
                }
                DropItem(shield2);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield3 = new AmmoniteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50);
                }
                DropItem(shield3);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield4 = new BronzeShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50);
                }
                DropItem(shield4);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield5 = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield5, 3, 5, 50);
                }
                DropItem(shield5);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield6 = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield6, 3, 5, 50);
                }
                DropItem(shield6);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10);
                }
                DropItem(ring);
            }
        }
		public override void OnResponse( NetState state, RelayInfo info ) //Function for GumpButtonType.Reply Buttons
		{
			Mobile from = state.Mobile;
			PlayerMobile pm = from as PlayerMobile;
			PlayerModule module = pm.PlayerModule;

			m_cost = 50;//MOD COST OF WEAPON HERE!!
			Item wep = from.FindItemOnLayer( Layer.FirstValid );
			Item weps = from.FindItemOnLayer( Layer.TwoHanded );
			Container pack = from.Backpack;
			
			if ( wep !=null )
				pack.TryDropItem( from, wep, false );
			
			if ( weps !=null )
				pack.TryDropItem( from, weps, false );

			switch ( info.ButtonID )
			{
				case 0: //Cancel
					{
						from.SendMessage( "You decide against spending your skill points." );
						//from.SendGump( new LevelGump( from ) );
						break;
					}
				case 1: //Katana
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Katana kat = new Katana();
							( ( Item )kat ).Name = "Katana [Level Item]";
							kat.Identified = true;//Prevents others from being used in the upgrading!
							kat.LootType = LootType.Blessed;
							from.EquipItem( kat );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 2: //Broad Sword
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Broadsword bs = new Broadsword();
							bs.Identified = true;
							bs.Name = "Broadsword";
							bs.LootType = LootType.Blessed;
							from.EquipItem( bs );
							from.SendMessage( 102, "You chose a Broadsword" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 3: //Scimitar
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Scimitar sc = new Scimitar();
							sc.Identified = true;
							sc.Name = "Scimitar";
							sc.LootType = LootType.Blessed;
							from.EquipItem( sc );
							from.SendMessage( 102, "You chose a Scimitar" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 4: //Viking sword
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							VikingSword vs = new VikingSword();
							vs.Identified = true;
							vs.Name = "Vikingsword";
							vs.LootType = LootType.Blessed;
							from.EquipItem( vs );
							from.SendMessage( 102, "You chose a Viking Sword" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 5: //Halberd
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Halberd hb = new Halberd();
							hb.Identified = true;
							hb.Name = "Halberd";
							hb.LootType = LootType.Blessed;
							from.EquipItem( hb );
							from.SendMessage( 102, "You chose a Halberd" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 6: //Bardiche
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Bardiche bd = new Bardiche();
							bd.Identified = true;
							bd.Name = "Bardiche";
							bd.LootType = LootType.Blessed;
							from.EquipItem( bd );
							from.SendMessage( 102, "You chose a Bardiche" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 7: //Double Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							DoubleAxe da = new DoubleAxe();
							da.Identified = true;
							da.Name = "Double Axe";
							da.LootType = LootType.Blessed;
							from.EquipItem( da );
							from.SendMessage( 102, "You chose a Double Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 8: //Large Battle Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							LargeBattleAxe lba = new LargeBattleAxe();
							lba.Identified = true;
							lba.Name = "Large Battle Axe";
							lba.LootType = LootType.Blessed;
							from.EquipItem( lba );
							from.SendMessage( 102, "You chose a Large Battle Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 9: //Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Axe a = new Axe();
							a.Identified = true;
							a.Name = "Axe";
							a.LootType = LootType.Blessed;
							from.EquipItem( a );
							from.SendMessage( 102, "You chose an Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 10: //Kryss
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Kryss k = new Kryss();
							k.Identified = true;
							k.Name = "Kryss";
							k.LootType = LootType.Blessed;
							from.EquipItem( k );
							from.SendMessage( 102, "You chose a Kryss" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 11: //War Fork
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarFork wf = new WarFork();
							wf.Identified = true;
							wf.Name = "War Fork";
							wf.LootType = LootType.Blessed;
							from.EquipItem( wf );
							from.SendMessage( 102, "You chose a War Fork" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 12: //Dagger
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Dagger d = new Dagger();
							d.Identified = true;
							d.Name = "Dagger";
							d.LootType = LootType.Blessed;
							from.EquipItem( d );
							from.SendMessage( 102, "You chose a Dagger" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 13: //Pike
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Pike p = new Pike();
							p.Identified = true;
							p.Name = "Pike";
							p.LootType = LootType.Blessed;
							from.EquipItem( p );
							from.SendMessage( 102, "You chose a Pike" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 14: //Short Spear
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							ShortSpear ss = new ShortSpear();
							ss.Identified = true;
							ss.Name = "Short Spear";
							ss.LootType = LootType.Blessed;
							from.EquipItem( ss );
							from.SendMessage( 102, "You chose a Short Spear" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 15: //Long Spear
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Spear ls = new Spear();
							ls.Identified = true;
							ls.Name = "Long Spear";
							ls.LootType = LootType.Blessed;
							from.EquipItem( ls );
							from.SendMessage( 102, "You chose a Long Spear" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 16: //Pitchfork
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Pitchfork p = new Pitchfork();
							p.Identified = true;
							p.Name = "Pitchfork";
							p.LootType = LootType.Blessed;
							from.EquipItem( p );
							from.SendMessage( 102, "You chose a Pitchfork" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 17: //lance
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Lance l = new Lance();
							l.Identified = true;
							l.Name = "Lance";
							l.LootType = LootType.Blessed;
							from.EquipItem( l );
							from.SendMessage( 102, "You chose a Lance" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 18: //Sai's
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Sai s = new Sai();
							s.Identified = true;
							s.Name = "Sai";
							s.LootType = LootType.Blessed;
							from.EquipItem( s );
							from.SendMessage( 102, "You chose Sai's" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 19: //War Mace
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarMace wm = new WarMace();
							wm.Identified = true;
							wm.Name = "War Mace";
							wm.LootType = LootType.Blessed;
							from.EquipItem( wm );
							from.SendMessage( 102, "You chose a War Mace" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 20: //War Hammer
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarHammer wh = new WarHammer();
							wh.Identified = true;
							wh.Name = "War Hammer";
							wh.LootType = LootType.Blessed;
							from.EquipItem( wh );
							from.SendMessage( 102, "You chose a War Hammer" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 21: //Maul
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Maul w = new Maul();
							w.Identified = true;
							w.Name = "Maul";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Maul" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 22: //Club
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Club w = new Club();
							w.Identified = true;
							w.Name = "Club";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Club" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 23: //Q Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							QuarterStaff w = new QuarterStaff();
							w.Identified = true;
							w.Name = "Quarter Staff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Quarter Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 24: //G Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							GnarledStaff w = new GnarledStaff();
							w.Identified = true;
							w.Name = "Gnarled Staff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Gnarled Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 25: //B Staff
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							BlackStaff w = new BlackStaff();
							w.Identified = true;
							w.Name = "BlackStaff";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Black Staff" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 26: //Hammer Pick
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							HammerPick w = new HammerPick();
							w.Identified = true;
							w.Name = "Hammer Pick";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Hammer Pick" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 27: //War Axe
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							WarAxe w = new WarAxe();
							w.Identified = true;
							w.Name = "War Axe";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a War Axe" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 28: //Bow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Bow w = new Bow();
							w.Identified = true;
							w.Name = "Bow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Bow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 29: //Composite Bow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							CompositeBow w = new CompositeBow();
							w.Identified = true;
							w.Name = "Composite Bow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Composite Bow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 30: //Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Crossbow w = new Crossbow();
							w.Identified = true;
							w.Name = "Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 31: //Heavy Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							HeavyCrossbow w = new HeavyCrossbow();
							w.Identified = true;
							w.Name = "Heavy Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Heavy Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 32: //Repeating Crossbow
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							RepeatingCrossbow w = new RepeatingCrossbow();
							w.Identified = true;
							w.Name = "Repeating Crossbow";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Repeating Crossbow" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
				case 33: //Yumi
					{
						if ( module.SkillPts < m_cost )
							from.SendMessage( 37, "Not enough skill points!" );
						else
						{
							module.SkillPts -= m_cost;
							Yumi w = new Yumi();
							w.Identified = true;
							w.Name = "Yumi";
							w.LootType = LootType.Blessed;
							from.EquipItem( w );
							from.SendMessage( 102, "You chose a Yumi" );
						}
						
						from.SendGump( new WepUpgradeGump( from ) );
						break;
					}
			}
		}
        public TownChestBowyer() : base(0xE43)
        {
            Name    = "a metal chest -20-";
            Movable = true;
            Weight  = 1000.0;

            Hue = 83;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 20;
            LockLevel     = 20;
            MaxLockLevel  = 25;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(1, 50)));
            }

            // Supplies

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Bow());
            }

            if (Utility.RandomDouble() < 0.15)
            {
                DropItem(new Crossbow());
            }

            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new HeavyCrossbow());
            }

            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new CompositeBow());
            }

            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new RepeatingCrossbow());
            }

            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new ElvenCompositeLongbow());
            }

            if (Utility.RandomDouble() < 0.08)
            {
                DropItem(new MagicalShortbow());
            }

            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Arrow(Utility.Random(50, 100)));
            }

            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Bolt(Utility.Random(50, 100)));
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.25)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(4))
                {
                case 0: weapon = new CompositeBow(); break;

                case 1: weapon = new ElvenCompositeLongbow(); break;

                case 2: weapon = new MagicalShortbow(); break;

                default: weapon = new Bow(); break;
                }
                BaseRunicTool.ApplyAttributesTo(weapon, 5, 10, 15);

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.25)
            {
                BaseWeapon crossbow = Loot.RandomWeapon(true);
                switch (Utility.Random(3))
                {
                case 0: crossbow = new HeavyCrossbow(); break;

                case 1: crossbow = new RepeatingCrossbow(); break;

                default: crossbow = new Crossbow(); break;
                }
                BaseRunicTool.ApplyAttributesTo(crossbow, 5, 10, 15);

                DropItem(crossbow);
            }
        }
        public GuardiansChestWeaponsmith() : base(0xE43)
        {
            Name    = "a metal chest -20-";
            Movable = true;
            Weight  = 1000.0;

            Hue = 83;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 20;
            LockLevel     = 20;
            MaxLockLevel  = 25;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(1, 50)));
            }

            // Supplies

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new CrescentBlade());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Scepter());
            }

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new Scythe());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Arrow(Utility.Random(25, 30)));
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.15)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(11))
                {
                case 0: weapon = new BladedStaff(); break;

                case 1: weapon = new BoneHarvester(); break;

                case 2: weapon = new CompositeBow(); break;

                case 3: weapon = new CrescentBlade(); break;

                case 4: weapon = new DoubleBladedStaff(); break;

                case 5: weapon = new Lance(); break;

                case 6: weapon = new PaladinSword(); break;

                case 7: weapon = new Pike(); break;

                case 8: weapon = new RepeatingCrossbow(); break;

                case 9: weapon = new Scepter(); break;

                default: weapon = new Scythe(); break;
                }
                BaseRunicTool.ApplyAttributesTo(weapon, 5, 15, 20);

                DropItem(weapon);
            }
        }
Esempio n. 7
0
        public static string MakeThisTask()
        {
            string task = null;

            switch (Utility.RandomMinMax(1, 10))
            {
            case 1: task = "Repair"; break;

            case 2: task = "Fix"; break;

            case 3: task = "Enhance"; break;

            case 4: task = "Modify"; break;

            case 5: task = "Restring"; break;

            case 6: task = "Engrave"; break;

            case 7: task = "Adjust"; break;

            case 8: task = "Improve"; break;

            case 9: task = "Align"; break;

            case 10: task = "Balance"; break;
            }

            if (Utility.RandomMinMax(1, 5) == 1)
            {
                Item item = null;

                switch (Utility.RandomMinMax(1, 7))
                {
                case 1: item = new Bow(); break;

                case 2: item = new Crossbow(); break;

                case 3: item = new HeavyCrossbow(); break;

                case 4: item = new RepeatingCrossbow(); break;

                case 5: item = new CompositeBow(); break;

                case 6: item = new MagicalShortbow(); break;

                case 7: item = new ElvenCompositeLongbow(); break;
                }

                bool evil   = false;
                bool orient = false;

                switch (Utility.RandomMinMax(1, 8))
                {
                case 1: evil = true; break;

                case 2: orient = true; break;
                }

                string sAdjective = "unusual";
                string eAdjective = "might";

                sAdjective = Server.LootPackEntry.MagicItemAdj("start", orient, evil, item.ItemID);
                eAdjective = Server.LootPackEntry.MagicItemAdj("end", orient, evil, item.ItemID);

                string name  = "item";
                string xName = ContainerFunctions.GetOwner("property");

                if (item.Name != null && item.Name != "")
                {
                    name = item.Name.ToLower();
                }
                if (name == "item")
                {
                    name = MorphingItem.AddSpacesToSentence((item.GetType()).Name).ToLower();
                }

                switch (Utility.RandomMinMax(0, 5))
                {
                case 0: name = sAdjective + " " + name + " of " + xName;        break;

                case 1: name = name + " of " + xName;                                           break;

                case 2: name = sAdjective + " " + name;                                         break;

                case 3: name = sAdjective + " " + name + " of " + xName;        break;

                case 4: name = name + " of " + xName;                                           break;

                case 5: name = sAdjective + " " + name;                                         break;
                }

                item.Delete();

                task = task + " their " + name;
            }
            else
            {
                string[] sWoods = new string[] { " ", " ash wood ", " cherry wood ", " ebony wood ", " golden oak ", " hickory ", " mahogany ", " oak ", " pine ", " ghost wood ", " rosewood ", " walnut wood ", " petrified wood ", " diftwood ", " elven wood " };
                string   sWood  = sWoods[Utility.RandomMinMax(0, (sWoods.Length - 1))];

                task = task + " their" + sWood;

                switch (Utility.RandomMinMax(1, 8))
                {
                case 1: task = task + "bow"; break;

                case 2: task = task + "crossbow"; break;

                case 3: task = task + "longbow"; break;

                case 4: task = task + "shortbow"; break;

                case 5: task = task + "repeating crossbow"; break;

                case 6: task = task + "heavy crossbow"; break;

                case 7: task = task + "composite longbow"; break;

                case 8: task = task + "composite shortbow"; break;
                }
            }

            return(task);
        }