コード例 #1
0
        public override void OnDeath(Container c)
        {
            base.OnDeath(c);

            Mobile killer = this.LastKiller;

            if (killer != null)
            {
                if (killer is BaseCreature)
                {
                    killer = ((BaseCreature)killer).GetMaster();
                }

                if (killer is PlayerMobile)
                {
                    if (GetPlayerInfo.LuckyKiller(killer.Luck) && this.Body == 757 && Utility.RandomMinMax(1, 4) == 1)
                    {
                        BaseWeapon hammer = new WarHammer();
                        hammer.AccuracyLevel                 = WeaponAccuracyLevel.Supremely;
                        hammer.MinDamage                     = hammer.MinDamage + 6;
                        hammer.MaxDamage                     = hammer.MaxDamage + 10;
                        hammer.DurabilityLevel               = WeaponDurabilityLevel.Indestructible;
                        hammer.Name                          = "magical cyclops hammer";
                        hammer.AosElementDamages.Energy      = 25;
                        hammer.AosElementDamages.Physical    = 75;
                        hammer.WeaponAttributes.HitLightning = 10;
                        c.DropItem(hammer);
                    }
                }
            }
        }
コード例 #2
0
        public override void OnDeath(Container c)
        {
            base.OnDeath(c);

            Mobile killer = this.LastKiller;

            if (killer != null)
            {
                if (killer is BaseCreature)
                {
                    killer = ((BaseCreature)killer).GetMaster();
                }

                if (killer is PlayerMobile)
                {
                    if (GetPlayerInfo.LuckyKiller(killer.Luck) && Utility.RandomMinMax(1, 4) == 1)
                    {
                        BaseWeapon hammer = new WarHammer();
                        hammer.MinDamage       = hammer.MinDamage + 4;
                        hammer.MaxDamage       = hammer.MaxDamage + 8;
                        hammer.DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                        hammer.Name            = "minotaur war hammer";
                        c.DropItem(hammer);
                    }
                }
            }
        }
コード例 #3
0
        public override void OnDeath(Container c)
        {
            base.OnDeath(c);

            Mobile killer = this.LastKiller;

            if (killer != null)
            {
                if (killer is BaseCreature)
                {
                    killer = ((BaseCreature)killer).GetMaster();
                }

                if (killer is PlayerMobile)
                {
                    if (GetPlayerInfo.LuckyKiller(killer.Luck) && this.Body == 75 && Utility.RandomMinMax(1, 4) == 1)
                    {
                        BaseWeapon hammer = new WarHammer();
                        hammer.AccuracyLevel        = WeaponAccuracyLevel.Supremely;
                        hammer.MinDamage            = hammer.MinDamage + 6;
                        hammer.MaxDamage            = hammer.MaxDamage + 10;
                        hammer.Attributes.BonusHits = 50;
                        hammer.Name = "cyclops hammer";
                        c.DropItem(hammer);
                    }
                }
            }
        }
コード例 #4
0
ファイル: DummySpecific.cs プロジェクト: alucardxlx/Casiopia
        public DummyMace() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6)
        {
            // A Dummy Macer
            int iHue = 20 + Team * 40;

//			int jHue = 25 + Team * 40;

            // Skills and Stats
            this.InitStats(125, 125, 90);
            this.Skills[SkillName.Macing].Base  = 120;
            this.Skills[SkillName.Anatomy].Base = 120;
            this.Skills[SkillName.Healing].Base = 120;
            this.Skills[SkillName.Tactics].Base = 120;


            // Name
            this.Name = "Macer";

            // Equip
            WarHammer war = new WarHammer();

            war.Movable = true;
            war.Crafter = this;
            war.Quality = WeaponQuality.Regular;
            AddItem(war);

            Boots bts = new Boots();

            bts.Hue = iHue;
            AddItem(bts);

            ChainChest cht = new ChainChest();

            cht.Movable  = false;
            cht.LootType = LootType.Newbied;
            cht.Crafter  = this;
            cht.Quality  = ArmorQuality.Regular;
            AddItem(cht);

            ChainLegs chl = new ChainLegs();

            chl.Movable  = false;
            chl.LootType = LootType.Newbied;
            chl.Crafter  = this;
            chl.Quality  = ArmorQuality.Regular;
            AddItem(chl);

            PlateArms pla = new PlateArms();

            pla.Movable  = false;
            pla.LootType = LootType.Newbied;
            pla.Crafter  = this;
            pla.Quality  = ArmorQuality.Regular;
            AddItem(pla);

            Bandage band = new Bandage(50);

            AddToBackpack(band);
        }
コード例 #5
0
        public DummyMace() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6)
        {
            // A Dummy Macer
            var iHue = 20 + Team * 40;
            var jHue = 25 + Team * 40;

            // Skills and Stats
            InitStats(125, 125, 90);
            Skills.Macing.Base  = 120;
            Skills.Anatomy.Base = 120;
            Skills.Healing.Base = 120;
            Skills.Tactics.Base = 120;

            // Equip
            var war = new WarHammer();

            war.Movable = true;
            war.Crafter = this;
            war.Quality = WeaponQuality.Regular;
            AddItem(war);

            var bts = new Boots();

            bts.Hue = iHue;
            AddItem(bts);

            var cht = new ChainChest();

            cht.Movable  = false;
            cht.LootType = LootType.Newbied;
            cht.Crafter  = this;
            cht.Quality  = ArmorQuality.Regular;
            AddItem(cht);

            var chl = new ChainLegs();

            chl.Movable  = false;
            chl.LootType = LootType.Newbied;
            chl.Crafter  = this;
            chl.Quality  = ArmorQuality.Regular;
            AddItem(chl);

            var pla = new PlateArms();

            pla.Movable  = false;
            pla.LootType = LootType.Newbied;
            pla.Crafter  = this;
            pla.Quality  = ArmorQuality.Regular;
            AddItem(pla);

            var band = new Bandage(50);

            AddToBackpack(band);
        }
コード例 #6
0
ファイル: Dragon.cs プロジェクト: Saious119/Dungeon-Redux
 public override Weapon DropWeapon()
 {
     random = new Random();
     if (random.Next(0, 100) <= dropRate)
     {
         Weapon wg = new DwellerSword();
         wg.Create();
         return(wg);
     }
     else
     {
         Weapon wg = new WarHammer();
         wg.Create();
         return(wg);
     }
 }
コード例 #7
0
            public InternalSellInfo()
            {
                Add(typeof(Dagger), Dagger.GetSBSellValue());
                Add(typeof(Kryss), Kryss.GetSBSellValue());
                Add(typeof(WarFork), WarFork.GetSBSellValue());
                Add(typeof(ShortSpear), ShortSpear.GetSBSellValue());
                Add(typeof(Pitchfork), Pitchfork.GetSBSellValue());
                Add(typeof(Spear), Spear.GetSBSellValue());

                Add(typeof(HammerPick), HammerPick.GetSBSellValue());
                Add(typeof(WarAxe), WarAxe.GetSBSellValue());
                Add(typeof(Mace), Mace.GetSBSellValue());
                Add(typeof(Maul), Maul.GetSBSellValue());
                Add(typeof(WarHammer), WarHammer.GetSBSellValue());
                Add(typeof(WarMace), WarMace.GetSBSellValue());

                Add(typeof(ButcherKnife), ButcherKnife.GetSBSellValue());
                Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue());
                Add(typeof(Cleaver), Cleaver.GetSBSellValue());
                Add(typeof(Cutlass), Cutlass.GetSBSellValue());
                Add(typeof(Katana), Katana.GetSBSellValue());
                Add(typeof(Scimitar), Scimitar.GetSBSellValue());
                Add(typeof(Broadsword), Broadsword.GetSBSellValue());
                Add(typeof(Longsword), Longsword.GetSBSellValue());
                Add(typeof(VikingSword), VikingSword.GetSBSellValue());
                Add(typeof(Axe), Axe.GetSBSellValue());
                Add(typeof(BattleAxe), BattleAxe.GetSBSellValue());
                Add(typeof(DoubleAxe), DoubleAxe.GetSBSellValue());
                Add(typeof(ExecutionersAxe), ExecutionersAxe.GetSBSellValue());
                Add(typeof(LargeBattleAxe), LargeBattleAxe.GetSBSellValue());
                Add(typeof(TwoHandedAxe), TwoHandedAxe.GetSBSellValue());
                Add(typeof(Bardiche), Bardiche.GetSBSellValue());
                Add(typeof(Halberd), Halberd.GetSBSellValue());

                Add(typeof(Bow), Bow.GetSBSellValue());
                Add(typeof(Crossbow), Crossbow.GetSBSellValue());
                Add(typeof(HeavyCrossbow), HeavyCrossbow.GetSBSellValue());
            }
コード例 #8
0
            public InternalBuyInfo()
            {
                Add(new GenericBuyInfo("Dagger", typeof(Dagger), Dagger.GetSBPurchaseValue(), 25, 0xF52, 0));
                Add(new GenericBuyInfo("Kryss", typeof(Kryss), Kryss.GetSBPurchaseValue(), 25, 0x1401, 0));
                Add(new GenericBuyInfo("War Fork", typeof(WarFork), WarFork.GetSBPurchaseValue(), 25, 0x1405, 0));
                Add(new GenericBuyInfo("Short Spear", typeof(ShortSpear), ShortSpear.GetSBPurchaseValue(), 25, 0x1403, 0));
                Add(new GenericBuyInfo("Pitchfork", typeof(Pitchfork), Pitchfork.GetSBPurchaseValue(), 25, 0xE87, 0));
                Add(new GenericBuyInfo("Spear", typeof(Spear), Spear.GetSBPurchaseValue(), 25, 0xF62, 0));

                Add(new GenericBuyInfo("Hammer Pick", typeof(HammerPick), HammerPick.GetSBPurchaseValue(), 25, 0x143D, 0));
                Add(new GenericBuyInfo("War Axe", typeof(WarAxe), WarAxe.GetSBPurchaseValue(), 25, 0x13B0, 0));
                Add(new GenericBuyInfo("Mace", typeof(Mace), Mace.GetSBPurchaseValue(), 25, 0xF5C, 0));
                Add(new GenericBuyInfo("Maul", typeof(Maul), Maul.GetSBPurchaseValue(), 25, 0x143B, 0));
                Add(new GenericBuyInfo("WarHammer", typeof(WarHammer), WarHammer.GetSBPurchaseValue(), 25, 0x1439, 0));
                Add(new GenericBuyInfo("War Mace", typeof(WarMace), WarMace.GetSBPurchaseValue(), 25, 0x1407, 0));

                Add(new GenericBuyInfo("Butcher Knife", typeof(ButcherKnife), ButcherKnife.GetSBPurchaseValue(), 25, 0x13F6, 0));
                Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 25, 0xEC4, 0));
                Add(new GenericBuyInfo("Cleaver", typeof(Cleaver), Cleaver.GetSBPurchaseValue(), 25, 0xEC3, 0));
                Add(new GenericBuyInfo("Cutlass", typeof(Cutlass), Cutlass.GetSBPurchaseValue(), 25, 0x1441, 0));
                Add(new GenericBuyInfo("Katana", typeof(Katana), Katana.GetSBPurchaseValue(), 25, 0x13FF, 0));
                Add(new GenericBuyInfo("Scimitar", typeof(Scimitar), Scimitar.GetSBPurchaseValue(), 25, 0x13B6, 0));
                Add(new GenericBuyInfo("Broadsword", typeof(Broadsword), Broadsword.GetSBPurchaseValue(), 25, 0xF5E, 0));
                Add(new GenericBuyInfo("Longsword", typeof(Longsword), Longsword.GetSBPurchaseValue(), 25, 0xF61, 0));
                Add(new GenericBuyInfo("Viking Sword", typeof(VikingSword), VikingSword.GetSBPurchaseValue(), 25, 0x13B9, 0));
                Add(new GenericBuyInfo("Axe", typeof(Axe), Axe.GetSBPurchaseValue(), 25, 0xF49, 0));
                Add(new GenericBuyInfo("Battle Axe", typeof(BattleAxe), BattleAxe.GetSBPurchaseValue(), 25, 0xF47, 0));
                Add(new GenericBuyInfo("Double Axe", typeof(DoubleAxe), DoubleAxe.GetSBPurchaseValue(), 25, 0xF4B, 0));
                Add(new GenericBuyInfo("Executioner's Axe", typeof(ExecutionersAxe), ExecutionersAxe.GetSBPurchaseValue(), 25, 0xF45, 0));
                Add(new GenericBuyInfo("Large Battle Axe", typeof(LargeBattleAxe), LargeBattleAxe.GetSBPurchaseValue(), 25, 0x13FB, 0));
                Add(new GenericBuyInfo("Two-Handed Axe", typeof(TwoHandedAxe), TwoHandedAxe.GetSBPurchaseValue(), 25, 0x1443, 0));
                Add(new GenericBuyInfo("Bardiche", typeof(Bardiche), Bardiche.GetSBPurchaseValue(), 25, 0xF4D, 0));
                Add(new GenericBuyInfo("Halberd", typeof(Halberd), Halberd.GetSBPurchaseValue(), 25, 0x143E, 0));

                Add(new GenericBuyInfo("Bow", typeof(Bow), Bow.GetSBPurchaseValue(), 25, 0x13B2, 0));
                Add(new GenericBuyInfo("Crossbow", typeof(Crossbow), Crossbow.GetSBPurchaseValue(), 25, 0xF50, 0));
                Add(new GenericBuyInfo("Heavy Crossbow", typeof(HeavyCrossbow), HeavyCrossbow.GetSBPurchaseValue(), 25, 0x13FD, 0));
            }
コード例 #9
0
        public MasterOfTheArts(bool i_ChampionSpawn) : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name        = "Stitches";        //the name players will see
            Body        = 999;               //how it look like in game
            BaseSoundID = 42;                //what sound he makes (I still have problems with sound :(

            ChampionSpawn = i_ChampionSpawn; //set if it spawn with champ spawn or normal spawn

            SetStr(401, 420);                //set stats
            SetDex(81, 90);
            SetInt(201, 220);

            SetHits(1500, 1700);                        //set hp

            SetDamage(50, 60);                          //set how much damage ~

            SetDamageType(ResistanceType.Physical, 50); //which damage type it does
            SetDamageType(ResistanceType.Poison, 50);

            SetResistance(ResistanceType.Physical, 60, 80);               //what resists it have
            SetResistance(ResistanceType.Fire, 55, 70);
            SetResistance(ResistanceType.Cold, 55, 70);
            SetResistance(ResistanceType.Poison, 55, 70);
            SetResistance(ResistanceType.Energy, 55, 70);

            SetSkill(SkillName.Anatomy, 120.0);
            SetSkill(SkillName.Tactics, 120.0);
            SetSkill(SkillName.Macing, 120.0);

            Fame  = 30000;            //its fame/karma
            Karma = -30000;

            VirtualArmor = 50;

            PlateChest chest = new PlateChest();             //add its armor and set its hue and not movable so it won't be on loot

            chest.Hue     = 503;
            chest.Movable = false;
            AddItem(chest);

            PlateArms arms = new PlateArms();

            arms.Hue     = 503;
            arms.Movable = false;
            AddItem(arms);

            PlateGloves gloves = new PlateGloves();

            gloves.Hue     = 503;
            gloves.Movable = false;
            AddItem(gloves);

            PlateGorget gorget = new PlateGorget();

            gorget.Hue     = 503;
            gorget.Movable = false;
            AddItem(gorget);

            PlateLegs legs = new PlateLegs();

            legs.Hue     = 503;
            legs.Movable = false;
            AddItem(legs);

            WarHammer weapon = new WarHammer();             //add its weapon and set its hue and not movable so it won't be on loot

            weapon.Name    = "Crafting Union Leader's Hammer";
            weapon.Hue     = 503;
            weapon.Movable = false;
            AddItem(weapon);

            FurBoots boots = new FurBoots();             //add its boots and set its hue and not movable so it won't be on loot

            boots.Hue     = 503;
            boots.Movable = false;
            AddItem(boots);

            Item hair = new Item(8251);                //add its hair and set its hue and not movable so it won't be on loot

            hair.Hue     = 503;
            hair.Layer   = Layer.Hair;
            hair.Movable = false;
            AddItem(hair);

            AddItem(new Gold(500, 1000));
            if (Utility.Random(25) == 1)
            {
                AddItem(new PersonalStatueDeed());
            }

            //new Mule(99.1, true).Rider = this; //make it ride on mule
        }
コード例 #10
0
ファイル: Generate.cs プロジェクト: krisfiction/TrialByCombat
        public static void Weapon()
        {
            string prefixName;
            int    prefixValue;
            string prefixStat;

            (prefixName, prefixStat, prefixValue) = Prefix.Generate("Weapon");

            string suffixName;
            string suffixStat;
            int    suffixValue;

            (suffixName, suffixStat, suffixValue) = Suffix.Generate("Weapon");


            int _weaponType = random.Next(1, 27); //26 weapons

            switch (_weaponType)
            {
            case 1:
                Axe axe = new Axe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                // Console.WriteLine("prefixName: " + prefixName + ", prefixStat: " + prefixStat + ", prefixValue: " + prefixValue + ", suffixName: " + suffixName + ", suffixStat: " + suffixStat + ", suffixVallue: " + suffixValue);
                axe.WeaponAddToInventory();
                break;

            case 2:
                BastardSword bastardSword = new BastardSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                bastardSword.WeaponAddToInventory();
                break;

            case 3:
                BattleAxe battleAxe = new BattleAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                battleAxe.WeaponAddToInventory();
                break;

            case 4:
                Blade blade = new Blade(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                blade.WeaponAddToInventory();
                break;

            case 5:
                BroadAxe broadAxe = new BroadAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                broadAxe.WeaponAddToInventory();
                break;

            case 6:
                BroadSword broadSword = new BroadSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                broadSword.WeaponAddToInventory();
                break;

            case 7:
                Claymore claymore = new Claymore(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                claymore.WeaponAddToInventory();
                break;

            case 8:
                Club club = new Club(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                club.WeaponAddToInventory();
                break;

            case 9:
                Dagger dagger = new Dagger(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                dagger.WeaponAddToInventory();
                break;

            case 10:
                Falchion falchion = new Falchion(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                falchion.WeaponAddToInventory();
                break;

            case 11:
                Flail flail = new Flail(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                flail.WeaponAddToInventory();
                break;

            case 12:
                GreatAxe greatAxe = new GreatAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                greatAxe.WeaponAddToInventory();
                break;

            case 13:
                GreatSword greatSword = new GreatSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                greatSword.WeaponAddToInventory();
                break;

            case 14:
                LargeAxe largeAxe = new LargeAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                largeAxe.WeaponAddToInventory();
                break;

            case 15:
                LongSword longSword = new LongSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                longSword.WeaponAddToInventory();
                break;

            case 16:
                Mace mace = new Mace(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                mace.WeaponAddToInventory();
                break;

            case 17:
                Maul maul = new Maul(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                maul.WeaponAddToInventory();
                break;

            case 19:
                MorningStar morningStar = new MorningStar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                morningStar.WeaponAddToInventory();
                break;

            case 20:
                Sabre sabre = new Sabre(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                sabre.WeaponAddToInventory();
                break;

            case 21:
                Scimitar scimitar = new Scimitar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                scimitar.WeaponAddToInventory();
                break;

            case 22:
                ShortSword shortSword = new ShortSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                shortSword.WeaponAddToInventory();
                break;

            case 23:
                SmallAxe smallAxe = new SmallAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                smallAxe.WeaponAddToInventory();
                break;

            case 24:
                SpikedClub spikedClub = new SpikedClub(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                spikedClub.WeaponAddToInventory();
                break;

            case 25:
                TwoHandedSword twoHandedSword = new TwoHandedSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                twoHandedSword.WeaponAddToInventory();
                break;

            case 26:
                WarHammer warHammer = new WarHammer(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                warHammer.WeaponAddToInventory();
                break;
            }
        }
コード例 #11
0
        public override void GenerateLoot()
        {
            AddLoot(LootPack.FilthyRich, 5);
            AddLoot(LootPack.HighScrolls, 3);
            AddLoot(LootPack.MedScrolls, 4);
            AddLoot(LootPack.LowScrolls, 6);
            AddLoot(LootPack.Gems, 5);

            if (Utility.RandomDouble() < 0.20)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(33))
                {
                case 0: weapon = new BattleAxe(); break;

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

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

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

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

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

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

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

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

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

                case 10: weapon = new Halberd(); break;

                case 11: weapon = new Spear(); break;

                case 12: weapon = new QuarterStaff(); break;

                case 13: weapon = new Katana(); break;

                case 14: weapon = new Longsword(); break;

                case 15: weapon = new VikingSword(); break;

                case 16: weapon = new CompositeBow(); break;

                case 17: weapon = new CrescentBlade(); break;

                case 18: weapon = new DoubleBladedStaff(); break;

                case 19: weapon = new Lance(); break;

                case 20: weapon = new PaladinSword(); break;

                case 21: weapon = new Scythe(); break;

                case 22: weapon = new Daisho(); break;

                case 23: weapon = new Lajatang(); break;

                case 24: weapon = new NoDachi(); break;

                case 25: weapon = new Tetsubo(); break;

                case 26: weapon = new Yumi(); break;

                case 27: weapon = new ElvenCompositeLongbow(); break;

                case 28: weapon = new OrnateAxe(); break;

                case 29: weapon = new RadiantScimitar(); break;

                case 30: weapon = new WarCleaver(); break;

                case 31: weapon = new WildStaff(); break;

                default: weapon = new DiamondMace(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 5, 35, 50);
                weapon.Hue = 1461;

                PackItem(weapon);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(5))
                {
                case 0: armor = new CrusaderGauntlets(); break;

                case 1: armor = new CrusaderGorget(); break;

                case 2: armor = new CrusaderLeggings(); break;

                case 3: armor = new CrusaderSleeves(); break;

                default: armor = new CrusaderBreastplate(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 5, 35, 50);
                armor.Hue = 1461;

                PackItem(armor);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 5, 35, 50);
                clothing.Hue = 1461;

                PackItem(clothing);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseShield shield = new MetalKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 5, 35, 50);
                }
                shield.Hue = 1461;

                PackItem(shield);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 5, 35, 50);
                }
                bracelet.Hue = 1461;

                PackItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new GoldEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 5, 35, 50);
                }
                earrings.Hue = 1461;

                PackItem(earrings);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 5, 35, 50);
                }
                necklace.Hue = 1461;

                PackItem(necklace);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new GoldRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 5, 35, 50);
                }
                ring.Hue = 1461;

                PackItem(ring);
            }
        }
コード例 #12
0
        public DummyMace()
            : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6)
        {
            // A Dummy Macer
            int iHue = 20 + Team * 40;
            int jHue = 25 + Team * 40;

            // Skills and Stats
            InitStats(125, 125, 90);
            Skills[SkillName.Macing].Base  = 120;
            Skills[SkillName.Anatomy].Base = 120;
            Skills[SkillName.Healing].Base = 120;
            Skills[SkillName.Tactics].Base = 120;

            // Name
            Name = "Macer";

            // Equip
            WarHammer war = new WarHammer
            {
                Movable = true,
                Crafter = this,
                Quality = ItemQuality.Normal
            };

            AddItem(war);

            Boots bts = new Boots
            {
                Hue = iHue
            };

            AddItem(bts);

            ChainChest cht = new ChainChest
            {
                Movable  = false,
                LootType = LootType.Newbied,
                Crafter  = this,
                Quality  = ItemQuality.Normal
            };

            AddItem(cht);

            ChainLegs chl = new ChainLegs
            {
                Movable  = false,
                LootType = LootType.Newbied,
                Crafter  = this,
                Quality  = ItemQuality.Normal
            };

            AddItem(chl);

            PlateArms pla = new PlateArms
            {
                Movable  = false,
                LootType = LootType.Newbied,
                Crafter  = this,
                Quality  = ItemQuality.Normal
            };

            AddItem(pla);

            Bandage band = new Bandage(50);

            AddToBackpack(band);
        }
コード例 #13
0
ファイル: GokturWarlord.cs プロジェクト: VulakAerr/runuo
        public GokturWarlord() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.01, 0.005)
        {
            Name        = NameList.RandomName("orc");
            Body        = 0x190;
            BaseSoundID = 0x45A;
            Title       = "the Goktur Clan War Chieftain";
            Hue         = Utility.RandomMinMax(2207, 2212);

            SetStr(96, 120);
            SetDex(450, 500);
            SetInt(36, 60);

            SetHits(200, 300);

            SetDamage(5, 7);

            SetDamageType(ResistanceType.Physical, 100);

            SetResistance(ResistanceType.Physical, 25, 30);
            SetResistance(ResistanceType.Fire, 20, 30);
            SetResistance(ResistanceType.Cold, 10, 20);
            SetResistance(ResistanceType.Poison, 10, 20);
            SetResistance(ResistanceType.Energy, 20, 30);

            SetSkill(SkillName.MagicResist, 50.1, 75.0);
            SetSkill(SkillName.Tactics, 55.1, 80.0);
            SetSkill(SkillName.Wrestling, 50.1, 70.0);
            SetSkill(SkillName.Macing, 50.1, 70.0);
            SetSkill(SkillName.Fencing, 50.1, 70.0);

            Fame  = 0;
            Karma = 0;

            VirtualArmor = 28;

            OrcishKinMask helm = new OrcishKinMask();

            helm.Hue = this.Hue;
            AddItem(helm);

            WarHammer warhammer = new WarHammer();

            warhammer.Hue = 0;
            AddItem(warhammer);

            BoneLegs bonelegs = new BoneLegs();

            bonelegs.Hue = 0;
            AddItem(bonelegs);

            BoneChest bonechest = new BoneChest();

            bonechest.Hue = 0;
            AddItem(bonechest);

            BoneArms bonearms = new BoneArms();

            bonearms.Hue = 0;
            AddItem(bonearms);

            BoneGloves bonegloves = new BoneGloves();

            bonegloves.Hue = 0;
            AddItem(bonegloves);

            Sandals sandals = new Sandals();

            sandals.Hue = 0;
            AddItem(sandals);
        }
コード例 #14
0
        public FamousPiratesMace()
            : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.9, 0.9)
        {
            int Hue = 2075;

            // Skills and Stats
            this.InitStats(350, 350, 310);
            this.Skills[SkillName.Macing].Base  = 150;
            this.Skills[SkillName.Anatomy].Base = 150;
            this.Skills[SkillName.Healing].Base = 150;
            this.Skills[SkillName.Tactics].Base = 150;

            // Name
            this.Name = "Captain Hector Barbossa";

            // Equip
            WarHammer war = new WarHammer();

            war.Movable = true;
            war.Crafter = this;
            war.Quality = WeaponQuality.Exceptional;
            AddItem(war);

            Boots bts = new Boots();

            bts.Movable = false;
            bts.Hue     = Hue;
            AddItem(bts);

            ChainChest cht = new ChainChest();

            cht.Movable  = false;
            cht.LootType = LootType.Regular;
            cht.Crafter  = this;
            cht.Quality  = ArmorQuality.Exceptional;
            AddItem(cht);

            ChainLegs chl = new ChainLegs();

            chl.Movable  = false;
            chl.LootType = LootType.Regular;
            chl.Crafter  = this;
            chl.Quality  = ArmorQuality.Exceptional;
            AddItem(chl);

            PlateArms pla = new PlateArms();

            pla.Movable  = false;
            pla.LootType = LootType.Regular;
            pla.Crafter  = this;
            pla.Quality  = ArmorQuality.Exceptional;
            AddItem(pla);

            TricorneHat tch = new TricorneHat();

            tch.Movable = false;
            tch.Hue     = Hue;
            AddItem(tch);

            Bandage band = new Bandage(20);

            AddToBackpack(band);
        }
コード例 #15
0
        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;
            }
            }
        }
コード例 #16
0
        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        public static Item CreateMetalWeapon()
        {
            Item item = null;

            int nType = Utility.RandomMinMax(0, 41);

            switch (nType)
            {
            case 1:         item = new Cutlass();                   item.Name = "cutlass";                  break;

            case 2:         item = new Katana();                    item.Name = "katana";                   break;

            case 3:         item = new Kryss();                             item.Name = "kryss";                    break;

            case 4:         item = new Broadsword();                item.Name = "broadsword";               break;

            case 5:         item = new Longsword();                 item.Name = "longsword";                break;

            case 6:         item = new ThinLongsword();             item.Name = "longsword";                break;

            case 7:         item = new VikingSword();               item.Name = "barbarian sword";  break;

            case 8:         item = new Scimitar();                  item.Name = "scimitar";                 break;

            case 9:         item = new BoneHarvester();             item.Name = "sickle";                   break;

            case 10:        item = new CrescentBlade();             item.Name = "crescent blade";   break;

            case 11:        item = new DoubleBladedStaff(); item.Name = "bladed staff";             break;

            case 12:        item = new Lance();                             item.Name = "lance";                    break;

            case 13:        item = new Pike();                              item.Name = "pike";                             break;

            case 14:        item = new Scythe();                    item.Name = "scythe";                   break;

            case 15:        item = new Dagger();                    item.Name = "dagger";                   break;

            case 16:        item = new HammerPick();                item.Name = "hammer pick";              break;

            case 17:        item = new Mace();                              item.Name = "mace";                             break;

            case 18:        item = new Maul();                              item.Name = "maul";                             break;

            case 19:        item = new WarHammer();                 item.Name = "war hammer";               break;

            case 20:        item = new WarMace();                   item.Name = "war mace";                 break;

            case 21:        item = new ExecutionersAxe();   item.Name = "great axe";                break;

            case 22:        item = new BattleAxe();                 item.Name = "battle axe";               break;

            case 23:        item = new TwoHandedAxe();              item.Name = "two-handed axe";   break;

            case 24:        item = new Axe();                               item.Name = "axe";                              break;

            case 25:        item = new DoubleAxe();                 item.Name = "double axe";               break;

            case 26:        item = new RoyalSword();                item.Name = "royal sword";              break;

            case 27:        item = new LargeBattleAxe();    item.Name = "large battle axe"; break;

            case 28:        item = new WarAxe();                    item.Name = "war axe";                  break;

            case 29:        item = new Bardiche();                  item.Name = "bardiche";                 break;

            case 30:        item = new Halberd();                   item.Name = "halberd";                  break;

            case 31:        item = new Pitchfork();                 item.Name = "trident";                  break;

            case 32:        item = new ShortSpear();                item.Name = "short spear";              break;

            case 33:        item = new Spear();                             item.Name = "spear";                    break;

            case 34:        item = new NoDachi();                   item.Name = "no dachi";                 break;

            case 35:        item = new Wakizashi();                 item.Name = "wakizashi";                break;

            case 36:        item = new Tetsubo();                   item.Name = "tetsubo";                  break;

            case 37:        item = new Lajatang();                  item.Name = "lajatang";                 break;

            case 38:        item = new Daisho();                    item.Name = "daisho";                   break;

            case 39:        item = new Tekagi();                    item.Name = "tekagi";                   break;

            case 40:        item = new Kama();                              item.Name = "kama";                             break;

            case 41:        item = new Sai();                               item.Name = "sai";                              break;
            }

            return(item);
        }
コード例 #17
0
        public Urk() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            BaseSoundID      = 0x45A;
            Hue              = 0x430;
            Body             = 0x190;
            Name             = NameList.RandomName("urk");
            HairItemID       = 0;
            FacialHairItemID = 0;

            Item helm = new WornHumanDeco();

            helm.Name   = "urkish face";
            helm.ItemID = 0x141B;
            helm.Hue    = 0x430;
            helm.Layer  = Layer.Helm;
            AddItem(helm);

            if (Utility.RandomMinMax(1, 2) == 1)
            {
                LeatherArms ratarms = new LeatherArms();
                ratarms.Name        = "urkish rat skin arms";
                ratarms.PoisonBonus = 6;
                ratarms.Hue         = 0x972;
                AddItem(ratarms);

                LeatherChest ratchest = new LeatherChest();
                ratchest.Name        = "urkish rat skin tunic";
                ratchest.PoisonBonus = 8;
                ratchest.Hue         = 0x972;
                AddItem(ratchest);

                LeatherGloves ratgloves = new LeatherGloves();
                ratgloves.Name        = "urkish rat skin gloves";
                ratgloves.PoisonBonus = 5;
                ratgloves.Hue         = 0x972;
                AddItem(ratgloves);

                LeatherGorget ratgorget = new LeatherGorget();
                ratgorget.Name        = "urkish rat skin gorget";
                ratgorget.PoisonBonus = 4;
                ratgorget.Hue         = 0x972;
                AddItem(ratgorget);

                LeatherLegs ratlegs = new LeatherLegs();
                ratlegs.Name        = "urkish rat skin leggings";
                ratlegs.PoisonBonus = 7;
                ratlegs.Hue         = 0x972;
                AddItem(ratlegs);
            }
            else
            {
                BoneChest bonechest = new BoneChest();
                bonechest.Name        = "urkish chest piece";
                bonechest.PoisonBonus = 8;
                bonechest.Hue         = 0x972;
                AddItem(bonechest);

                BoneArms bonearms = new BoneArms();
                bonearms.Name        = "urkish bracers";
                bonearms.PoisonBonus = 6;
                bonearms.Hue         = 0x972;
                AddItem(bonearms);

                BoneLegs bonelegs = new BoneLegs();
                bonelegs.Name        = "urkish leggings";
                bonelegs.PoisonBonus = 7;
                bonelegs.Hue         = 0x972;
                AddItem(bonelegs);

                BoneGloves bonegloves = new BoneGloves();
                bonegloves.Name        = "urkish gauntlets";
                bonegloves.PoisonBonus = 5;
                bonegloves.Hue         = 0x972;
                AddItem(bonegloves);
            }

            Item weapon = new BattleAxe();

            switch (Utility.Random(28))
            {
            case 0: weapon = new BattleAxe(); weapon.Name = "battle axe"; break;

            case 1: weapon = new VikingSword(); weapon.Name = "great sword"; break;

            case 2: weapon = new Halberd(); weapon.Name = "halberd"; break;

            case 3: weapon = new DoubleAxe(); weapon.Name = "double axe"; break;

            case 4: weapon = new ExecutionersAxe(); weapon.Name = "great axe"; break;

            case 5: weapon = new WarAxe(); weapon.Name = "war axe"; break;

            case 6: weapon = new TwoHandedAxe(); weapon.Name = "two handed axe"; break;

            case 7: weapon = new Cutlass(); weapon.Name = "cutlass"; break;

            case 8: weapon = new Katana(); weapon.Name = "katana"; break;

            case 9: weapon = new Kryss(); weapon.Name = "kryss"; break;

            case 10: weapon = new Broadsword(); weapon.Name = "broadsword"; break;

            case 11: weapon = new Longsword(); weapon.Name = "longsword"; break;

            case 12: weapon = new ThinLongsword(); weapon.Name = "longsword"; break;

            case 13: weapon = new Scimitar(); weapon.Name = "scimitar"; break;

            case 14: weapon = new BoneHarvester(); weapon.Name = "sickle"; break;

            case 15: weapon = new CrescentBlade(); weapon.Name = "crescent blade"; break;

            case 16: weapon = new DoubleBladedStaff(); weapon.Name = "double bladed staff"; break;

            case 17: weapon = new Pike(); weapon.Name = "pike"; break;

            case 18: weapon = new Scythe(); weapon.Name = "scythe"; break;

            case 19: weapon = new Pitchfork(); weapon.Name = "trident"; break;

            case 20: weapon = new ShortSpear(); weapon.Name = "short spear"; break;

            case 21: weapon = new Spear(); weapon.Name = "spear"; break;

            case 22: weapon = new Club(); weapon.Name = "club"; break;

            case 23: weapon = new HammerPick(); weapon.Name = "hammer pick"; break;

            case 24: weapon = new Mace(); weapon.Name = "mace"; break;

            case 25: weapon = new Maul(); weapon.Name = "maul"; break;

            case 26: weapon = new WarHammer(); weapon.Name = "war hammer"; break;

            case 27: weapon = new WarMace(); weapon.Name = "war mace"; break;
            }

            weapon.Name = "urkish " + weapon.Name;
            weapon.Hue  = 0x7D1;
            ((BaseWeapon)weapon).AosElementDamages.Physical = 60;
            ((BaseWeapon)weapon).AosElementDamages.Poison   = 40;
            AddItem(weapon);

            switch (Utility.RandomMinMax(0, 5))
            {
            case 0: Title = "the urk warrior"; break;

            case 1: Title = "the urk savage"; break;

            case 2: Title = "the urk barbarian"; break;

            case 3: Title = "the urk fighter"; break;

            case 4: Title = "the urk gladiator"; break;

            case 5: Title = "the urk berserker"; break;
            }

            SetStr(196, 250);
            SetDex(76, 95);
            SetInt(36, 60);

            SetHits(118, 150);

            SetDamage(8, 18);

            SetDamageType(ResistanceType.Physical, 60);
            SetDamageType(ResistanceType.Poison, 40);

            SetResistance(ResistanceType.Physical, 35, 45);
            SetResistance(ResistanceType.Fire, 20, 30);
            SetResistance(ResistanceType.Cold, 50, 60);
            SetResistance(ResistanceType.Poison, 60, 80);
            SetResistance(ResistanceType.Energy, 30, 40);

            SetSkill(SkillName.MagicResist, 65.1, 80.0);
            SetSkill(SkillName.Tactics, 85.1, 100.0);
            SetSkill(SkillName.Macing, 85.1, 95.0);
            SetSkill(SkillName.Swords, 85.1, 95.0);
            SetSkill(SkillName.Fencing, 85.1, 95.0);
            SetSkill(SkillName.Wrestling, 85.1, 95.0);

            Fame  = 3000;
            Karma = -3000;

            VirtualArmor = 40;
        }
コード例 #18
0
        private MeleeWeapon ChangeWeapon(MeleeWeapon w)
        {
            MeleeWeapon n = null;

            if (w is Knuckles)
            {
                n = new Dagger();
            }
            else if (w is Dagger)
            {
                n = new Knuckles();
            }
            else if (w is Spear)
            {
                n = new Quarterstaff();
            }
            else if (w is Quarterstaff)
            {
                n = new Spear();
            }
            else if (w is Sword)
            {
                n = new Mace();
            }
            else if (w is Mace)
            {
                n = new Sword();
            }
            else if (w is Longsword)
            {
                n = new BattleAxe();
            }
            else if (w is BattleAxe)
            {
                n = new Longsword();
            }
            else if (w is Glaive)
            {
                n = new WarHammer();
            }
            else if (w is WarHammer)
            {
                n = new Glaive();
            }

            if (n == null)
            {
                return(null);
            }

            var level = w.level;

            if (level > 0)
            {
                n.Upgrade(level);
            }
            else if (level < 0)
            {
                n.Degrade(-level);
            }

            if (w.IsEnchanted)
            {
                n.Enchant(Weapon.Enchantment.Random());
            }

            n.levelKnown  = w.levelKnown;
            n.cursedKnown = w.cursedKnown;
            n.cursed      = w.cursed;

            Journal.Remove(Journal.Feature.WELL_OF_TRANSMUTATION);

            return(n);
        }
コード例 #19
0
            public InternalBuyInfo()
            {
                //Tools
                Add(new GenericBuyInfo("Tongs", typeof(Tongs), Tongs.GetSBPurchaseValue(), 50, 0xFBB, 0));
                Add(new GenericBuyInfo("Smith's Hammer", typeof(SmithHammer), SmithHammer.GetSBPurchaseValue(), 50, 0x13E3, 0));

                //Armor
                Add(new GenericBuyInfo("Ringmail Helm", typeof(RingmailHelm), RingmailHelm.GetSBPurchaseValue(), 25, 5131, 0));
                Add(new GenericBuyInfo("Ringmail Gorget", typeof(RingmailGorget), RingmailGorget.GetSBPurchaseValue(), 25, 5078, 1812));
                Add(new GenericBuyInfo("Ringmail Arms", typeof(RingmailArms), RingmailArms.GetSBPurchaseValue(), 25, 0x13EE, 0));
                Add(new GenericBuyInfo("Ringmail Gloves", typeof(RingmailGloves), RingmailGloves.GetSBPurchaseValue(), 25, 0x13eb, 0));
                Add(new GenericBuyInfo("Ringmail Chest", typeof(RingmailChest), RingmailChest.GetSBPurchaseValue(), 25, 0x13ec, 0));
                Add(new GenericBuyInfo("Ringmail Legs", typeof(RingmailLegs), RingmailLegs.GetSBPurchaseValue(), 25, 0x13F0, 0));

                Add(new GenericBuyInfo("Chainmail Coif", typeof(ChainmailCoif), ChainmailCoif.GetSBPurchaseValue(), 25, 0x13BB, 0));
                Add(new GenericBuyInfo("Chainmail Gorget", typeof(ChainmailGorget), ChainmailGorget.GetSBPurchaseValue(), 25, 5063, 2500));
                Add(new GenericBuyInfo("Chainmail Arms", typeof(ChainmailArms), ChainmailArms.GetSBPurchaseValue(), 25, 5103, 2500));
                Add(new GenericBuyInfo("Chainmail Gloves", typeof(ChainmailGloves), ChainmailGloves.GetSBPurchaseValue(), 25, 5106, 2500));
                Add(new GenericBuyInfo("Chainmail Chest", typeof(ChainmailChest), ChainmailChest.GetSBPurchaseValue(), 25, 0x13BF, 0));
                Add(new GenericBuyInfo("Chainmail Legs", typeof(ChainmailLegs), ChainmailLegs.GetSBPurchaseValue(), 25, 0x13BE, 0));

                Add(new GenericBuyInfo("Platemail Helm", typeof(PlateHelm), PlateHelm.GetSBPurchaseValue(), 25, 0x1412, 0));
                Add(new GenericBuyInfo("Platemail Gorget", typeof(PlateGorget), PlateGorget.GetSBPurchaseValue(), 25, 0x1413, 0));
                Add(new GenericBuyInfo("Platemail Arms", typeof(PlateArms), PlateArms.GetSBPurchaseValue(), 25, 0x1410, 0));
                Add(new GenericBuyInfo("Platemail Gloves", typeof(PlateGloves), PlateGloves.GetSBPurchaseValue(), 25, 0x1414, 0));
                Add(new GenericBuyInfo("Platemail PlateChest", typeof(PlateChest), PlateChest.GetSBPurchaseValue(), 25, 0x1415, 0));
                Add(new GenericBuyInfo("Female Plate Chest", typeof(FemalePlateChest), FemalePlateChest.GetSBPurchaseValue(), 25, 7173, 0));
                Add(new GenericBuyInfo("Platemail Legs", typeof(PlateLegs), PlateLegs.GetSBPurchaseValue(), 25, 0x1411, 0));

                Add(new GenericBuyInfo("Bascinet", typeof(Bascinet), Bascinet.GetSBPurchaseValue(), 25, 5132, 0));
                Add(new GenericBuyInfo("Close Helm", typeof(CloseHelm), CloseHelm.GetSBPurchaseValue(), 25, 5129, 0));
                Add(new GenericBuyInfo("Norse Helm", typeof(NorseHelm), NorseHelm.GetSBPurchaseValue(), 25, 5135, 0));

                Add(new GenericBuyInfo("Buckler", typeof(Buckler), Buckler.GetSBPurchaseValue(), 25, 0x1B73, 0));
                Add(new GenericBuyInfo("Metal Shield", typeof(MetalShield), MetalShield.GetSBPurchaseValue(), 25, 0x1B7B, 0));
                Add(new GenericBuyInfo("Bronze Shield", typeof(BronzeShield), BronzeShield.GetSBPurchaseValue(), 25, 0x1B72, 0));
                Add(new GenericBuyInfo("Metal Kite Shield", typeof(MetalKiteShield), MetalKiteShield.GetSBPurchaseValue(), 25, 0x1B74, 0));
                Add(new GenericBuyInfo("Heater Shield", typeof(HeaterShield), HeaterShield.GetSBPurchaseValue(), 25, 0x1B76, 0));

                //Weapons
                Add(new GenericBuyInfo("Dagger", typeof(Dagger), Dagger.GetSBPurchaseValue(), 25, 0xF52, 0));
                Add(new GenericBuyInfo("Kryss", typeof(Kryss), Kryss.GetSBPurchaseValue(), 25, 0x1401, 0));
                Add(new GenericBuyInfo("War Fork", typeof(WarFork), WarFork.GetSBPurchaseValue(), 25, 0x1405, 0));
                Add(new GenericBuyInfo("Short Spear", typeof(ShortSpear), ShortSpear.GetSBPurchaseValue(), 25, 0x1403, 0));
                Add(new GenericBuyInfo("Pitchfork", typeof(Pitchfork), Pitchfork.GetSBPurchaseValue(), 25, 0xE87, 0));
                Add(new GenericBuyInfo("Spear", typeof(Spear), Spear.GetSBPurchaseValue(), 25, 0xF62, 0));

                Add(new GenericBuyInfo("Hammer Pick", typeof(HammerPick), HammerPick.GetSBPurchaseValue(), 25, 0x143D, 0));
                Add(new GenericBuyInfo("War Axe", typeof(WarAxe), WarAxe.GetSBPurchaseValue(), 25, 0x13B0, 0));
                Add(new GenericBuyInfo("Mace", typeof(Mace), Mace.GetSBPurchaseValue(), 25, 0xF5C, 0));
                Add(new GenericBuyInfo("Maul", typeof(Maul), Maul.GetSBPurchaseValue(), 25, 0x143B, 0));
                Add(new GenericBuyInfo("WarHammer", typeof(WarHammer), WarHammer.GetSBPurchaseValue(), 25, 0x1439, 0));
                Add(new GenericBuyInfo("War Mace", typeof(WarMace), WarMace.GetSBPurchaseValue(), 25, 0x1407, 0));

                Add(new GenericBuyInfo("Butcher Knife", typeof(ButcherKnife), ButcherKnife.GetSBPurchaseValue(), 25, 0x13F6, 0));
                Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 25, 0xEC4, 0));
                Add(new GenericBuyInfo("Cleaver", typeof(Cleaver), Cleaver.GetSBPurchaseValue(), 25, 0xEC3, 0));
                Add(new GenericBuyInfo("Cutlass", typeof(Cutlass), Cutlass.GetSBPurchaseValue(), 25, 0x1441, 0));
                Add(new GenericBuyInfo("Katana", typeof(Katana), Katana.GetSBPurchaseValue(), 25, 0x13FF, 0));
                Add(new GenericBuyInfo("Scimitar", typeof(Scimitar), Scimitar.GetSBPurchaseValue(), 25, 0x13B6, 0));
                Add(new GenericBuyInfo("Broadsword", typeof(Broadsword), Broadsword.GetSBPurchaseValue(), 25, 0xF5E, 0));
                Add(new GenericBuyInfo("Longsword", typeof(Longsword), Longsword.GetSBPurchaseValue(), 25, 0xF61, 0));
                Add(new GenericBuyInfo("Viking Sword", typeof(VikingSword), VikingSword.GetSBPurchaseValue(), 25, 0x13B9, 0));
                Add(new GenericBuyInfo("Axe", typeof(Axe), Axe.GetSBPurchaseValue(), 25, 0xF49, 0));
                Add(new GenericBuyInfo("Battle Axe", typeof(BattleAxe), BattleAxe.GetSBPurchaseValue(), 25, 0xF47, 0));
                Add(new GenericBuyInfo("Double Axe", typeof(DoubleAxe), DoubleAxe.GetSBPurchaseValue(), 25, 0xF4B, 0));
                Add(new GenericBuyInfo("Executioner's Axe", typeof(ExecutionersAxe), ExecutionersAxe.GetSBPurchaseValue(), 25, 0xF45, 0));
                Add(new GenericBuyInfo("Large Battle Axe", typeof(LargeBattleAxe), LargeBattleAxe.GetSBPurchaseValue(), 25, 0x13FB, 0));
                Add(new GenericBuyInfo("Two-Handed Axe", typeof(TwoHandedAxe), TwoHandedAxe.GetSBPurchaseValue(), 25, 0x1443, 0));
                Add(new GenericBuyInfo("Bardiche", typeof(Bardiche), Bardiche.GetSBPurchaseValue(), 25, 0xF4D, 0));
                Add(new GenericBuyInfo("Halberd", typeof(Halberd), Halberd.GetSBPurchaseValue(), 25, 0x143E, 0));
            }
コード例 #20
0
            public InternalSellInfo()
            {
                //Tools
                Add(typeof(Tongs), Tongs.GetSBSellValue());
                Add(typeof(SmithHammer), SmithHammer.GetSBSellValue());

                //Armor
                Add(typeof(RingmailHelm), RingmailHelm.GetSBSellValue());
                Add(typeof(RingmailGorget), RingmailGorget.GetSBSellValue());
                Add(typeof(RingmailArms), RingmailArms.GetSBSellValue());
                Add(typeof(RingmailGloves), RingmailGloves.GetSBSellValue());
                Add(typeof(RingmailChest), RingmailChest.GetSBSellValue());
                Add(typeof(RingmailLegs), RingmailLegs.GetSBSellValue());

                Add(typeof(ChainmailCoif), ChainmailCoif.GetSBSellValue());
                Add(typeof(ChainmailGorget), ChainmailGorget.GetSBSellValue());
                Add(typeof(ChainmailArms), ChainmailArms.GetSBSellValue());
                Add(typeof(ChainmailGloves), ChainmailGloves.GetSBSellValue());
                Add(typeof(ChainmailChest), ChainmailChest.GetSBSellValue());
                Add(typeof(ChainmailLegs), ChainmailLegs.GetSBSellValue());

                Add(typeof(PlateHelm), PlateHelm.GetSBSellValue());
                Add(typeof(PlateGorget), PlateGorget.GetSBSellValue());
                Add(typeof(PlateArms), PlateArms.GetSBSellValue());
                Add(typeof(PlateGloves), PlateGloves.GetSBSellValue());
                Add(typeof(PlateChest), PlateChest.GetSBSellValue());
                Add(typeof(FemalePlateChest), FemalePlateChest.GetSBSellValue());
                Add(typeof(PlateLegs), PlateLegs.GetSBSellValue());

                Add(typeof(Bascinet), Bascinet.GetSBSellValue());
                Add(typeof(CloseHelm), CloseHelm.GetSBSellValue());
                Add(typeof(NorseHelm), NorseHelm.GetSBSellValue());

                Add(typeof(Buckler), Buckler.GetSBSellValue());
                Add(typeof(MetalShield), MetalShield.GetSBSellValue());
                Add(typeof(BronzeShield), BronzeShield.GetSBSellValue());
                Add(typeof(MetalKiteShield), MetalKiteShield.GetSBSellValue());
                Add(typeof(HeaterShield), HeaterShield.GetSBSellValue());

                //Weapons
                Add(typeof(Dagger), Dagger.GetSBSellValue());
                Add(typeof(Kryss), Kryss.GetSBSellValue());
                Add(typeof(WarFork), WarFork.GetSBSellValue());
                Add(typeof(ShortSpear), ShortSpear.GetSBSellValue());
                Add(typeof(Pitchfork), Pitchfork.GetSBSellValue());
                Add(typeof(Spear), Spear.GetSBSellValue());

                Add(typeof(HammerPick), HammerPick.GetSBSellValue());
                Add(typeof(WarAxe), WarAxe.GetSBSellValue());
                Add(typeof(Mace), Mace.GetSBSellValue());
                Add(typeof(Maul), Maul.GetSBSellValue());
                Add(typeof(WarHammer), WarHammer.GetSBSellValue());
                Add(typeof(WarMace), WarMace.GetSBSellValue());

                Add(typeof(ButcherKnife), ButcherKnife.GetSBSellValue());
                Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue());
                Add(typeof(Cleaver), Cleaver.GetSBSellValue());
                Add(typeof(Cutlass), Cutlass.GetSBSellValue());
                Add(typeof(Katana), Katana.GetSBSellValue());
                Add(typeof(Scimitar), Scimitar.GetSBSellValue());
                Add(typeof(Broadsword), Broadsword.GetSBSellValue());
                Add(typeof(Longsword), Longsword.GetSBSellValue());
                Add(typeof(VikingSword), VikingSword.GetSBSellValue());
                Add(typeof(Axe), Axe.GetSBSellValue());
                Add(typeof(BattleAxe), BattleAxe.GetSBSellValue());
                Add(typeof(DoubleAxe), DoubleAxe.GetSBSellValue());
                Add(typeof(ExecutionersAxe), ExecutionersAxe.GetSBSellValue());
                Add(typeof(LargeBattleAxe), LargeBattleAxe.GetSBSellValue());
                Add(typeof(TwoHandedAxe), TwoHandedAxe.GetSBSellValue());
                Add(typeof(Bardiche), Bardiche.GetSBSellValue());
                Add(typeof(Halberd), Halberd.GetSBSellValue());
            }