public WhisperingHollowChest1() : 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(45, 450))); } /////////////////////////////////////// Supplies switch (Utility.Random(19)) { 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 ArcaneStone(15)); break; case 1: DropItem(new BeetleEgg(15)); break; case 2: DropItem(new DragonScale(15)); break; case 3: DropItem(new FishScale(15)); break; case 4: DropItem(new SerpentScale(15)); break; } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.RandomMinMax(25, 50); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.05) { DropItem(new SackFlour()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } /////////////////////////////////////// LV 20-30 if (Utility.RandomDouble() < 0.10) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(31)) { case 0: weapon = new DoubleAxe(); break; // Lv20 case 1: weapon = new TwoHandedAxe(); break; // Lv25 case 2: weapon = new WarAxe(); break; // Lv30 case 3: weapon = new CompositeBow(); break; // Lv20 case 4: weapon = new EbonyCrossbow(); break; // Lv20 case 5: weapon = new FireBow(); break; // Lv25 case 6: weapon = new GrassBow(); break; // Lv25 case 7: weapon = new IceBow(); break; // Lv25 case 8: weapon = new LightningBow(); break; // Lv25 case 9: weapon = new EbonyWarBow(); break; // Lv30 case 10: weapon = new PistolCrossbow(); break; // Lv30 case 11: weapon = new EbonyDualDaggers(); break; // Lv20 case 12: weapon = new Tekagi(); break; // Lv25 case 13: weapon = new ElvenSpellblade(); break; // Lv30 case 14: weapon = new WarMace(); break; // Lv20 case 15: weapon = new Tessen(); break; // Lv25 case 16: weapon = new HammerPick(); break; // Lv30 case 17: weapon = new Spear(); break; // Lv20 case 18: weapon = new BoneSpear(); break; // Lv25 case 19: weapon = new BubbleStaff(); break; // Lv25 case 20: weapon = new CrystalStaff(); break; // Lv25 case 21: weapon = new EnergyStaff(); break; // Lv25 case 22: weapon = new FireStaff(); break; // Lv25 case 23: weapon = new VineStaff(); break; // Lv25 case 24: weapon = new BlackStaff(); break; // Lv30 case 25: weapon = new VikingSword(); break; // Lv20 case 26: weapon = new Wakizashi(); break; // Lv20 case 27: weapon = new Daisho(); break; // Lv30 case 28: weapon = new EbonyScimitar(); break; // Lv30 case 29: weapon = new RuneBlade(); break; // Lv30 default: weapon = new Longsword(); break; // Lv20 } BaseRunicTool.ApplyAttributesTo(weapon, 2, 5, 50); DropItem(weapon); } /////////////////////////////////////// LV 18-27 if (Utility.RandomDouble() < 0.10) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(18)) { case 0: armor = new HideFemaleChest(); break; // Lv18 case 1: armor = new HideGloves(); break; // Lv18 case 2: armor = new HideGorget(); break; // Lv18 case 3: armor = new HidePants(); break; // Lv18 case 4: armor = new HidePauldrons(); break; // Lv18 case 5: armor = new StuddedDo(); break; // Lv21 case 6: armor = new StuddedHaidate(); break; // Lv21 case 7: armor = new StuddedHiroSode(); break; // Lv21 case 8: armor = new StuddedMempo(); break; // Lv21 case 9: armor = new StuddedSuneate(); break; // Lv21 case 10: armor = new VikingStuddedArms(); break; // Lv24 case 11: armor = new VikingStuddedCap(); break; // Lv24 case 12: armor = new VikingStuddedChest(); break; // Lv24 case 13: armor = new VikingStuddedLegs(); break; // Lv24 case 14: armor = new ChainChest(); break; // Lv27 case 15: armor = new ChainCoif(); break; // Lv27 case 16: armor = new ChainLegs(); break; // Lv27 default: armor = new HideChest(); break; // Lv18 } BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50); DropItem(armor); } if (Utility.RandomDouble() < 0.05) { BaseHat hat = Loot.RandomHat(true); BaseRunicTool.ApplyAttributesTo(hat, 3, 12, 15); DropItem(hat); } if (Utility.RandomDouble() < 0.05) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 3, 12, 15); DropItem(clothing); } if (Utility.RandomDouble() < 0.05) { BaseShield shield1 = new ElvenShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50); } DropItem(shield1); } if (Utility.RandomDouble() < 0.05) { BaseShield shield2 = new InfantryShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50); } DropItem(shield2); } if (Utility.RandomDouble() < 0.05) { BaseShield shield3 = new SpiderShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50); } DropItem(shield3); } if (Utility.RandomDouble() < 0.05) { BaseJewel bracelet = new SilverBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 3, 12, 15); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.05) { BaseJewel earrings = new SilverEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 3, 12, 15); } DropItem(earrings); } if (Utility.RandomDouble() < 0.05) { BaseJewel necklace = new SilverNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 3, 12, 15); } DropItem(necklace); } if (Utility.RandomDouble() < 0.05) { BaseJewel ring = new SilverRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 3, 12, 15); } DropItem(ring); } }
public RatmenFortressTreasureChest1() : base(0xE43) { Name = "a treasure chest -15-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 15; LockLevel = 15; MaxLockLevel = 20; // Gold if (Utility.RandomDouble() < 0.25) { DropItem(new Gold(Utility.Random(20, 300))); } /////////////////////////////////////// Supplies if (Utility.RandomDouble() < 0.10) { DropItem(new Arrow(Utility.Random(9, 13))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bolt(Utility.Random(9, 13))); } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.Random(9, 13); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.10) { DropItem(new Bandage(Utility.Random(9, 13))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bedroll()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Bottle(Utility.Random(9, 13))); } if (Utility.RandomDouble() < 0.10) { DropItem(new Lockpick(Utility.Random(9, 13))); } Item PotionLoot = Loot.RandomPotion(); DropItem(PotionLoot); /////////////////////////////////////// Tools if (Utility.RandomDouble() < 0.10) { DropItem(new FishingPole()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Shovel()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Skillet()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } if (Utility.RandomDouble() < 0.10) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(38)) { case 0: weapon = new Hatchet(); break; case 1: weapon = new Bow(); break; case 2: weapon = new Crossbow(); break; case 3: weapon = new Club(); break; case 4: weapon = new Mace(); break; case 5: weapon = new Maul(); break; case 6: weapon = new Pitchfork(); break; case 7: weapon = new ShortSpear(); break; case 8: weapon = new GnarledStaff(); break; case 9: weapon = new ShepherdsCrook(); break; case 10: weapon = new Cutlass(); break; case 11: weapon = new Katana(); break; case 12: weapon = new Kryss(); break; case 13: weapon = new Scimitar(); break; case 14: weapon = new AssassinSpike(); break; case 15: weapon = new DiamondMace(); break; case 16: weapon = new Leafblade(); break; case 17: weapon = new MagicalShortbow(); break; case 18: weapon = new RadiantScimitar(); break; case 19: weapon = new WildStaff(); break; case 20: weapon = new Axe(); break; case 21: weapon = new ExecutionersAxe(); break; case 22: weapon = new Pickaxe(); break; case 23: weapon = new TwoHandedAxe(); break; case 24: weapon = new WarAxe(); break; case 25: weapon = new HeavyCrossbow(); break; case 26: weapon = new HammerPick(); break; case 27: weapon = new WarMace(); break; case 28: weapon = new Spear(); break; case 29: weapon = new WarFork(); break; case 30: weapon = new BlackStaff(); break; case 31: weapon = new QuarterStaff(); break; case 32: weapon = new Longsword(); break; case 33: weapon = new ElvenCompositeLongbow(); break; case 34: weapon = new ElvenMachete(); break; case 35: weapon = new ElvenSpellblade(); break; case 36: weapon = new RuneBlade(); break; default: weapon = new Dagger(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 4, 12, 15); DropItem(weapon); } if (Utility.RandomDouble() < 0.10) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(13)) { case 0: armor = new FemaleStuddedChest(); break; case 1: armor = new StuddedArms(); break; case 2: armor = new StuddedBustierArms(); break; case 3: armor = new StuddedGloves(); break; case 4: armor = new StuddedGorget(); break; case 5: armor = new ChainCoif(); break; case 6: armor = new ChainChest(); break; case 7: armor = new ChainLegs(); break; case 8: armor = new RingmailArms(); break; case 9: armor = new RingmailChest(); break; case 10: armor = new RingmailGloves(); break; case 11: armor = new RingmailLegs(); break; default: armor = new StuddedChest(); break; } BaseRunicTool.ApplyAttributesTo(armor, 4, 12, 15); DropItem(armor); } if (Utility.RandomDouble() < 0.10) { BaseHat hat = Loot.RandomHat(true); switch (Utility.Random(5)) { case 0: hat = new BearMask(); break; case 1: hat = new DeerMask(); break; case 2: hat = new FeatheredHat(); break; case 3: hat = new WizardsHat(); break; default: hat = new TribalMask(); break; } BaseRunicTool.ApplyAttributesTo(hat, 4, 12, 15); DropItem(hat); } if (Utility.RandomDouble() < 0.10) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 4, 12, 15); DropItem(clothing); } if (Utility.RandomDouble() < 0.10) { BaseShield shield = new HeaterShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield, 4, 12, 15); } DropItem(shield); } if (Utility.RandomDouble() < 0.10) { BaseJewel bracelet = new SilverBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 4, 12, 15); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.10) { BaseJewel earrings = new SilverEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 4, 12, 15); } DropItem(earrings); } if (Utility.RandomDouble() < 0.10) { BaseJewel necklace = new SilverNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 4, 12, 15); } DropItem(necklace); } if (Utility.RandomDouble() < 0.10) { BaseJewel ring = new SilverRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 4, 12, 15); } DropItem(ring); } }
public FortressCalcifinaBossChest() : base(0x2DF2) { Name = "a boss treasure chest -35-"; Movable = true; Weight = 1000.0; TrapPower = 0; Locked = true; RequiredSkill = 35; LockLevel = 35; MaxLockLevel = 40; // Gold if (Utility.RandomDouble() < 0.50) { DropItem(new Gold(Utility.Random(250, 400))); } /////////////////////////////////////// Jewelry if (Utility.RandomDouble() < 0.04) { DropItem(new Agate()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Beryl()); } if (Utility.RandomDouble() < 0.04) { DropItem(new ChromeDiopside()); } if (Utility.RandomDouble() < 0.04) { DropItem(new FireOpal()); } if (Utility.RandomDouble() < 0.04) { DropItem(new MoonstoneCustom()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Onyx()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Opal()); } if (Utility.RandomDouble() < 0.04) { DropItem(new Pearl()); } if (Utility.RandomDouble() < 0.04) { DropItem(new TurquoiseCustom()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Bloodstone()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Citrine()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Demantoid()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Jasper()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Lolite()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Lupis()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Peridot()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Tsavorite()); } if (Utility.RandomDouble() < 0.03) { DropItem(new Zircon()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Amber()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Amethyst()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Andalusite()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Chrysoberyl()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Garnet()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Jade()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Mandarin()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Morganite()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Paraiba()); } if (Utility.RandomDouble() < 0.02) { DropItem(new TigerEye()); } if (Utility.RandomDouble() < 0.02) { DropItem(new Tourmaline()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Alexandrite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Ametrine()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Kunzite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Ruby()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Sapphire()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Tanzanite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Topaz()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Zultanite()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Diamond()); } if (Utility.RandomDouble() < 0.01) { DropItem(new Emerald()); } if (Utility.RandomDouble() < 0.01) { DropItem(new PinkQuartz()); } if (Utility.RandomDouble() < 0.01) { DropItem(new StarSapphire()); } /////////////////////////////////////// Supplies if (Utility.RandomDouble() < 0.15) { DropItem(new Arrow(Utility.Random(35, 50))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bolt(Utility.Random(35, 50))); } Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.Random(35, 40); DropItem(ReagentLoot); if (Utility.RandomDouble() < 0.15) { DropItem(new Bandage(Utility.Random(25, 40))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bedroll()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Bottle(Utility.Random(15, 25))); } if (Utility.RandomDouble() < 0.15) { DropItem(new Lockpick(Utility.Random(15, 25))); } Item PotionLoot1 = Loot.RandomPotion(); DropItem(PotionLoot1); Item PotionLoot2 = Loot.RandomPotion(); DropItem(PotionLoot2); Item PotionLoot3 = Loot.RandomPotion(); DropItem(PotionLoot3); /////////////////////////////////////// Tools if (Utility.RandomDouble() < 0.15) { DropItem(new FishingPole()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Shovel()); } if (Utility.RandomDouble() < 0.15) { DropItem(new Skillet()); } /////////////////////////////////////// Rare Items if (Utility.RandomDouble() < 0.01) { DropItem(new DyeTub()); } if (Utility.RandomDouble() < 0.20) { BaseWeapon weapon = Loot.RandomWeapon(true); switch (Utility.Random(38)) { case 0: weapon = new Hatchet(); break; case 1: weapon = new Bow(); break; case 2: weapon = new Crossbow(); break; case 3: weapon = new Club(); break; case 4: weapon = new Mace(); break; case 5: weapon = new Maul(); break; case 6: weapon = new Pitchfork(); break; case 7: weapon = new ShortSpear(); break; case 8: weapon = new GnarledStaff(); break; case 9: weapon = new ShepherdsCrook(); break; case 10: weapon = new Cutlass(); break; case 11: weapon = new Katana(); break; case 12: weapon = new Kryss(); break; case 13: weapon = new Scimitar(); break; case 14: weapon = new AssassinSpike(); break; case 15: weapon = new DiamondMace(); break; case 16: weapon = new Leafblade(); break; case 17: weapon = new MagicalShortbow(); break; case 18: weapon = new RadiantScimitar(); break; case 19: weapon = new WildStaff(); break; case 20: weapon = new Axe(); break; case 21: weapon = new ExecutionersAxe(); break; case 22: weapon = new Pickaxe(); break; case 23: weapon = new TwoHandedAxe(); break; case 24: weapon = new WarAxe(); break; case 25: weapon = new HeavyCrossbow(); break; case 26: weapon = new HammerPick(); break; case 27: weapon = new WarMace(); break; case 28: weapon = new Spear(); break; case 29: weapon = new WarFork(); break; case 30: weapon = new BlackStaff(); break; case 31: weapon = new QuarterStaff(); break; case 32: weapon = new Longsword(); break; case 33: weapon = new ElvenCompositeLongbow(); break; case 34: weapon = new ElvenMachete(); break; case 35: weapon = new ElvenSpellblade(); break; case 36: weapon = new RuneBlade(); break; default: weapon = new Dagger(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 5, 22, 25); DropItem(weapon); } if (Utility.RandomDouble() < 0.20) { BaseArmor armor = Loot.RandomArmor(true); switch (Utility.Random(13)) { case 0: armor = new FemaleStuddedChest(); break; case 1: armor = new StuddedArms(); break; case 2: armor = new StuddedBustierArms(); break; case 3: armor = new StuddedGloves(); break; case 4: armor = new StuddedGorget(); break; case 5: armor = new ChainCoif(); break; case 6: armor = new ChainChest(); break; case 7: armor = new ChainLegs(); break; case 8: armor = new RingmailArms(); break; case 9: armor = new RingmailChest(); break; case 10: armor = new RingmailGloves(); break; case 11: armor = new RingmailLegs(); break; default: armor = new StuddedChest(); break; } BaseRunicTool.ApplyAttributesTo(armor, 5, 22, 25); DropItem(armor); } if (Utility.RandomDouble() < 0.20) { BaseHat hat = Loot.RandomHat(true); switch (Utility.Random(5)) { case 0: hat = new BearMask(); break; case 1: hat = new DeerMask(); break; case 2: hat = new FeatheredHat(); break; case 3: hat = new WizardsHat(); break; default: hat = new TribalMask(); break; } BaseRunicTool.ApplyAttributesTo(hat, 5, 22, 25); DropItem(hat); } if (Utility.RandomDouble() < 0.20) { BaseClothing clothing = Loot.RandomClothing(true); BaseRunicTool.ApplyAttributesTo(clothing, 5, 22, 25); DropItem(clothing); } if (Utility.RandomDouble() < 0.20) { BaseShield shield = new MetalKiteShield(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(shield, 5, 22, 25); } DropItem(shield); } if (Utility.RandomDouble() < 0.20) { BaseJewel bracelet = new GoldBracelet(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(bracelet, 5, 22, 25); } DropItem(bracelet); } if (Utility.RandomDouble() < 0.20) { BaseJewel earrings = new GoldEarrings(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(earrings, 5, 22, 25); } DropItem(earrings); } if (Utility.RandomDouble() < 0.20) { BaseJewel necklace = new GoldNecklace(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(necklace, 5, 22, 25); } DropItem(necklace); } if (Utility.RandomDouble() < 0.20) { BaseJewel ring = new GoldRing(); if (Core.AOS) { BaseRunicTool.ApplyAttributesTo(ring, 5, 22, 25); } DropItem(ring); } }
public TownChestWeaponsmith() : 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() < 0.10) { DropItem(new Axe()); } if (Utility.RandomDouble() < 0.05) { DropItem(new DoubleAxe()); } if (Utility.RandomDouble() < 0.10) { DropItem(new LargeBattleAxe()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Mace()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Maul()); } if (Utility.RandomDouble() < 0.10) { DropItem(new WarMace()); } if (Utility.RandomDouble() < 0.10) { DropItem(new ShortSpear()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Spear()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Longsword()); } if (Utility.RandomDouble() < 0.10) { DropItem(new Scimitar()); } 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(38)) { case 0: weapon = new Hatchet(); break; case 1: weapon = new Bow(); break; case 2: weapon = new Crossbow(); break; case 3: weapon = new Club(); break; case 4: weapon = new Mace(); break; case 5: weapon = new Maul(); break; case 6: weapon = new Pitchfork(); break; case 7: weapon = new ShortSpear(); break; case 8: weapon = new GnarledStaff(); break; case 9: weapon = new ShepherdsCrook(); break; case 10: weapon = new Cutlass(); break; case 11: weapon = new Katana(); break; case 12: weapon = new Kryss(); break; case 13: weapon = new Scimitar(); break; case 14: weapon = new AssassinSpike(); break; case 15: weapon = new DiamondMace(); break; case 16: weapon = new Leafblade(); break; case 17: weapon = new MagicalShortbow(); break; case 18: weapon = new RadiantScimitar(); break; case 19: weapon = new WildStaff(); break; case 20: weapon = new Axe(); break; case 21: weapon = new ExecutionersAxe(); break; case 22: weapon = new Pickaxe(); break; case 23: weapon = new TwoHandedAxe(); break; case 24: weapon = new WarAxe(); break; case 25: weapon = new HeavyCrossbow(); break; case 26: weapon = new HammerPick(); break; case 27: weapon = new WarMace(); break; case 28: weapon = new Spear(); break; case 29: weapon = new WarFork(); break; case 30: weapon = new BlackStaff(); break; case 31: weapon = new QuarterStaff(); break; case 32: weapon = new Longsword(); break; case 33: weapon = new ElvenCompositeLongbow(); break; case 34: weapon = new ElvenMachete(); break; case 35: weapon = new ElvenSpellblade(); break; case 36: weapon = new RuneBlade(); break; default: weapon = new Dagger(); break; } BaseRunicTool.ApplyAttributesTo(weapon, 5, 15, 20); DropItem(weapon); } }