public LumberjacksSatchel() { Hue = BaseReward.SatchelHue(); AddItem(new Gold(15)); AddItem(new Hatchet()); }
public BaseCraftsmanSatchel() : base() { Hue = Reward.SatchelHue(); int count = 1; if (0.015 > Utility.RandomDouble()) { count = 2; } bool equipment = false; bool jewlery = false; bool talisman = false; while (Items.Count < count) { if (0.25 > Utility.RandomDouble() && !talisman) { AddItem(new RandomTalisman()); talisman = true; } else if (0.4 > Utility.RandomDouble() && !equipment) { AddItem(RandomItem()); equipment = true; } else if (0.88 > Utility.RandomDouble() && !jewlery) { AddItem(Reward.Jewlery()); jewlery = true; } } }
public AlchemistsSatchel() { Hue = BaseReward.SatchelHue(); AddItem(new Bloodmoss(10)); AddItem(new MortarPestle()); }
public MinersSatchel() : base() { Hue = BaseReward.SatchelHue(); AddItem(new Pickaxe()); AddItem(new Pickaxe()); }
public SmithsSatchel() : base() { Hue = BaseReward.SatchelHue(); DropItem(new IronIngot(10)); DropItem(new SmithHammer()); }
public FletchersSatchel() : base() { Hue = BaseReward.SatchelHue(); AddItem(new Feather(10)); AddItem(new FletcherTools()); }
public ChefsSatchel() : base() { Hue = BaseReward.SatchelHue(); AddItem(new SackFlour()); AddItem(new Skillet()); }
public SmithsSatchel() : base() { this.Hue = BaseReward.SatchelHue(); this.AddItem(new IronIngot(10)); this.AddItem(new SmithHammer()); }
public CarpentersSatchel() : base() { Hue = BaseReward.SatchelHue(); AddItem(new Board(10)); AddItem(new DovetailSaw()); }
public LumberjacksSatchel() : base() { this.Hue = BaseReward.SatchelHue(); this.AddItem(new Gold(15)); this.AddItem(new Hatchet()); }
public TinkersSatchel() : base() { Hue = BaseReward.SatchelHue(); AddItem(new TinkerTools()); switch (Utility.Random(5)) { case 0: AddItem(new Springs(3)); break; case 1: AddItem(new Axle(3)); break; case 2: AddItem(new Hinge(3)); break; case 3: AddItem(new Key()); break; case 4: AddItem(new Scissors()); break; } }