/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Flexible)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Flexible)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Parry)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Soulrending)); player.AddSpellLine(SkillBase.GetSpellLine("Soulrending")); if (player.Level >= 9) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Chain)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 17) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Large)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 3)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Blades)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Blunt)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Music)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Bard Music")); player.AddSpellLine(SkillBase.GetSpellLine("Bard Nurture Spec")); player.AddSpellLine(SkillBase.GetSpellLine("Regrowth Bard Spec")); player.AddSpellLine(SkillBase.GetSpellLine("Bard Music Spec")); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Instruments)); if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.HibArmor, ArmorLevel.Reinforced)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 25) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Staff)); player.AddSpellLine(SkillBase.GetSpellLine("Rebirth")); player.AddSpellLine(SkillBase.GetSpellLine("Friar Enhancement Spec")); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); if (player.Level >=10) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Parry)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } // EVADE if (player.Level >= 33) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 5)); } else if (player.Level >= 22) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 4)); } else if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } else if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } }
public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); // Mystic // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Darkness)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Suppression)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Darkness")); player.AddSpellLine(SkillBase.GetSpellLine("Suppression")); // Abilities player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.MidArmor, ArmorLevel.Cloth)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); // Bonedancer // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.BoneArmy)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Bone Army")); player.AddSpellLine(SkillBase.GetSpellLine("Bone Mystics")); player.AddSpellLine(SkillBase.GetSpellLine("Bone Guardians")); player.AddSpellLine(SkillBase.GetSpellLine("Bone Warriors")); // Abilities player.AddAbility(SkillBase.GetAbility(Abilities.Quickcast)); }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); //Remove player.RemoveSpellLine("Darkness"); player.RemoveSpellLine("Suppression"); player.RemoveSpecialization(Specs.Darkness); player.RemoveSpecialization(Specs.Suppression); // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Cursing)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Hexing)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Witchcraft)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Cursing")); player.AddSpellLine(SkillBase.GetSpellLine("Cursing Spec")); player.AddSpellLine(SkillBase.GetSpellLine("Hexing")); player.AddSpellLine(SkillBase.GetSpellLine("Witchcraft")); if (player.Level >= 6) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Large)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_LargeWeapons)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Large_Weapons)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Valor)); player.AddSpellLine(SkillBase.GetSpellLine("Valor")); if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 18) { player.AddAbility(SkillBase.GetAbility(Abilities.Intercept)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.HibArmor, ArmorLevel.Scale)); } if (player.Level >= 25) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Blades)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Blunt)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Nurture Warden Spec")); player.AddSpellLine(SkillBase.GetSpellLine("Regrowth Warden Spec")); if (player.Level >= 5) { player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Large)); } if (player.Level >= 7) { player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Shortbows)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.HibArmor, ArmorLevel.Reinforced)); } if (player.Level >= 15) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Parry)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.HibArmor, ArmorLevel.Scale)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddAbility(SkillBase.GetAbility(Abilities.HibArmor, ArmorLevel.Leather)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Piercing)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Dementia)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.ShadowMastery)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.VampiiricEmbrace)); player.AddSpellLine(SkillBase.GetSpellLine("Dementia")); player.AddSpellLine(SkillBase.GetSpellLine("Shadow Mastery")); player.AddSpellLine(SkillBase.GetSpellLine("Vampiiric Embrace")); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 0)); if (player.Level >= 6) { player.AddAbility(SkillBase.GetAbility(Abilities.VampiirConstitution)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirDexterity)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirQuickness)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirStrength)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.SafeFall, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 1)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.SafeFall, 2)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 2)); } if (player.Level >= 25) { player.AddAbility(SkillBase.GetAbility(Abilities.Climbing)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.SafeFall, 3)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 3)); } if (player.Level >= 35) { player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 4)); } if (player.Level >= 40) { player.AddAbility(SkillBase.GetAbility(Abilities.SafeFall, 4)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 5)); } if (player.Level >= 45) { player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 6)); } if (player.Level >= 50) { player.AddAbility(SkillBase.GetAbility(Abilities.SafeFall, 5)); player.AddAbility(SkillBase.GetAbility(Abilities.VampiirBolt, 7)); } }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Stormcalling)); player.AddSpellLine(SkillBase.GetSpellLine("Stormcalling")); if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); } if (player.Level >= 12) { player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Large)); player.AddAbility(SkillBase.GetAbility(Abilities.MidArmor, ArmorLevel.Chain)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Intercept)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Dual_Wield)); if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Chain)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Shortbows)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 17) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Parry)); } if (player.Level >= 19) { player.AddAbility(SkillBase.GetAbility(Abilities.Intercept)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.DirtyTricks)); } if (player.Level >= 23) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } if (player.Level >= 24) { player.AddAbility(SkillBase.GetAbility(Abilities.PreventFlight)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Flurry)); } if (player.Level >= 32) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 3)); } if (player.Level >= 35) { player.AddAbility(SkillBase.GetAbility(Abilities.Advanced_Evade)); player.AddAbility(SkillBase.GetAbility(Abilities.Stoicism)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Celtic_Dual)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Medium)); if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Shortbows)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 19) { player.AddAbility(SkillBase.GetAbility(Abilities.Intercept)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Triple_Wield)); } if (player.Level >= 23) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } if (player.Level >= 24) { player.AddAbility(SkillBase.GetAbility(Abilities.PreventFlight)); } if (player.Level >= 25) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Flurry)); } if (player.Level >= 32) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 3)); } if (player.Level >= 35) { player.AddAbility(SkillBase.GetAbility(Abilities.Advanced_Evade)); player.AddAbility(SkillBase.GetAbility(Abilities.Stoicism)); } }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Sword)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Stealth)); player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.MidArmor, ArmorLevel.Leather)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Swords)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Critical_Strike)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Axe)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Left_Axe)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Envenom)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Axes)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Small)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Thrown)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_LeftAxes)); if (player.Level >= 5) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 4)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 5)); } if (player.Level >= 40) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 6)); } if (player.Level >= 45) { player.AddAbility(SkillBase.GetAbility(Abilities.BloodRage)); } if (player.Level >= 50) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 7)); player.AddAbility(SkillBase.GetAbility(Abilities.BloodRage)); player.AddAbility(SkillBase.GetAbility(Abilities.Remedy)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); // Specializations player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Scythe)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Scythe)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Parry)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Valewalker Arb Path Spec")); // Forester class adds "Arboreal Path" so we need to remove it here player.RemoveSpellLine( "Arboreal Path" ); player.AddSpellLine(SkillBase.GetSpellLine("Valewalker Arboreal Path Base")); //immolation spells if (player.Level >= 5) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); } if(player.Level >= 19) { player.AddAbility(SkillBase.GetAbility(Abilities.Intercept)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } if(player.Level >= 23) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 4)); } if(player.Level >= 32) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 3)); } }
public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Stealth)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Slash)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Thrust)); player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Leather)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Slashing)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Thrusting)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_HandToHand)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.HandToHand)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Savagery)); player.AddSpellLine(SkillBase.GetSpellLine("Savagery")); if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } if (player.Level >= 23) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } if (player.Level >= 24) { player.AddAbility(SkillBase.GetAbility(Abilities.PreventFlight)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 4)); } if (player.Level >= 32) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 3)); } if (player.Level >= 35) { player.AddAbility(SkillBase.GetAbility(Abilities.Advanced_Evade)); player.AddAbility(SkillBase.GetAbility(Abilities.Stoicism)); } }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Battlesongs)); player.AddSpellLine(SkillBase.GetSpellLine("Battlesongs")); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Medium)); if (player.Level >= 12) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 19) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.MidArmor, ArmorLevel.Chain)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); } }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); // Forester // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Arboreal_Path)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Arboreal Path")); // Abilities player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.HibArmor, ArmorLevel.Cloth)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); // Animist // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Creeping_Path)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Verdant_Path)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Creeping Path")); //base player.AddSpellLine(SkillBase.GetSpellLine("Verdant Path")); //base player.AddSpellLine(SkillBase.GetSpellLine("Arboreal Mastery")); //spec player.AddSpellLine(SkillBase.GetSpellLine("Creeping Path Spec")); //spec player.AddSpellLine(SkillBase.GetSpellLine("Verdant Path Spec")); //spec player.AddAbility(SkillBase.GetAbility(Abilities.Quickcast)); }
public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Slash)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Thrust)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Crush)); player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Studded)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Medium)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Slashing)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Thrusting)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Crushing)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); }
public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Matter_Magic)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Body_Magic)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Matter")); player.AddSpellLine(SkillBase.GetSpellLine("Body Destruction")); // Abilities player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Cloth)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); }
public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Mending)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Augmentation)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Mending")); player.AddSpellLine(SkillBase.GetSpellLine("Augmentation")); player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.MidArmor, ArmorLevel.Leather)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Small)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Hammers)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); // Specializations player.AddSpecialization(SkillBase.GetSpecialization(Specs.Earth_Magic)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Cold_Magic)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Path of Earth")); player.AddSpellLine(SkillBase.GetSpellLine("Path of Ice")); // Abilities player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Cloth)); }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); // Specialization player.AddSpecialization(SkillBase.GetSpecialization(Specs.Deathsight)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Painworking)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Deathsight")); player.AddSpellLine(SkillBase.GetSpellLine("Death Servant")); // Abilities player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Cloth)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); }
public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Rejuvenation)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Enhancement)); // Spell lines player.AddSpellLine(SkillBase.GetSpellLine("Rejuvenation")); player.AddSpellLine(SkillBase.GetSpellLine("Enhancement")); player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Leather)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Small)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Crushing)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Piercing)); if (this is ClassVampiir == false) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Blades)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Stealth)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 1)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Staves)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Blades)); } player.AddAbility(SkillBase.GetAbility(Abilities.Sprint)); player.AddAbility(SkillBase.GetAbility(Abilities.HibArmor, ArmorLevel.Leather)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Piercing)); }
/// <summary> /// Update all skills and add new for current level /// </summary> /// <param name="player"></param> public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Celtic_Dual)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Critical_Strike)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Envenom)); player.AddSpellLine(SkillBase.GetSpellLine("Nightshade")); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Small)); if (player.Level >= 5) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 4)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 5)); } if (player.Level >= 40) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 6)); } if (player.Level >= 45) { player.AddAbility(SkillBase.GetAbility(Abilities.SubtleKills)); } if (player.Level >= 50) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 7)); player.AddAbility(SkillBase.GetAbility(Abilities.Remedy)); } }
public override void OnLevelUp(GamePlayer player, int previousLevel) { base.OnLevelUp(player, previousLevel); // RDSandersJR: Check to see if we are using old archery if so, // use Specs.CompositeBow if (ServerProperties.Properties.ALLOW_OLD_ARCHERY == true) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.CompositeBow)); } // RDSandersJR: If we are NOT using old archery load Specs.Archery, // Spellline("Archery") and Abilites.Weapon_Archery else if (ServerProperties.Properties.ALLOW_OLD_ARCHERY == false) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Archery)); player.AddSpellLine(SkillBase.GetSpellLine("Archery")); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Archery)); } player.AddSpecialization(SkillBase.GetSpecialization(Specs.Beastcraft)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Spear)); player.AddSpellLine(SkillBase.GetSpellLine("Beastcraft")); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_CompositeBows)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Spears)); if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.MidArmor, ArmorLevel.Studded)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Camouflage)); player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Critical_Strike)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Dual_Wield)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Envenom)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Crossbow)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Small)); if (player.Level >= 5) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 4)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 5)); } if (player.Level >= 40) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 6)); } if (player.Level >= 45) { player.AddAbility(SkillBase.GetAbility(Abilities.HeightenedAwareness)); } if (player.Level >= 50) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 7)); player.AddAbility(SkillBase.GetAbility(Abilities.Remedy)); } }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); player.RemoveSpecialization(Specs.Axe); player.RemoveSpecialization(Specs.Hammer); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Spear)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Sword)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Mending)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Swords)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Spears)); player.AddAbility(SkillBase.GetAbility(Abilities.Guard, 1)); player.AddSpecialization(SkillBase.GetSpecialization(Specs.OdinsWill)); player.AddSpellLine(SkillBase.GetSpellLine("Odin's Will")); player.AddSpellLine(SkillBase.GetSpellLine("Mending")); player.AddSpellLine(SkillBase.GetSpellLine("Valkyrie Mending Spec")); if (player.Level >= 7) { player.AddAbility(SkillBase.GetAbility(Abilities.Engage)); player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 1)); } if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Large)); player.AddAbility(SkillBase.GetAbility(Abilities.Guard, 2)); } if (player.Level >= 12) { player.AddAbility(SkillBase.GetAbility(Abilities.MidArmor, ArmorLevel.Chain)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Guard, 3)); player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Protect, 2)); } }
public override void OnLevelUp(GamePlayer player) { base.OnLevelUp(player); // RDSandersJR: Check to see if we are using old archery if so, use Specs.Longbow if (ServerProperties.Properties.ALLOW_OLD_ARCHERY == true) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Longbow)); } // RDSandersJR: If we are NOT using old archery load Specs.Archery, // Spellline("Archery") and Abilites.Weapon_Archery else if (ServerProperties.Properties.ALLOW_OLD_ARCHERY == false) { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Archery)); player.AddSpellLine(SkillBase.GetSpellLine("Archery")); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Archery)); } player.AddSpecialization(SkillBase.GetSpecialization(Specs.Shields)); player.AddAbility(SkillBase.GetAbility(Abilities.Weapon_Longbows)); player.AddAbility(SkillBase.GetAbility(Abilities.Shield, ShieldLevel.Small)); if (player.Level >= 10) { player.AddAbility(SkillBase.GetAbility(Abilities.AlbArmor, ArmorLevel.Studded)); } if (player.Level >= 12) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 2)); } if (player.Level >= 15) { player.AddAbility(SkillBase.GetAbility(Abilities.Tireless)); } if (player.Level >= 20) { player.AddAbility(SkillBase.GetAbility(Abilities.Evade, 3)); } if (player.Level >= 30) { player.AddAbility(SkillBase.GetAbility(Abilities.Camouflage)); } }
public override bool WhisperReceive(GameLiving source, string text) { if (!base.WhisperReceive(source, text) || !(source is GamePlayer)) { return(false); } GamePlayer player = source as GamePlayer; if (text.ToLower() == "darkness") { player.AddSpecialization(SkillBase.GetSpecialization(Specs.Darkness)); player.AddSpellLine(SkillBase.GetSpellLine("Darkness")); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Augmentation)); player.AddSpellLine(SkillBase.GetSpellLine("Augmentation Spec")); player.AddSpellLine(SkillBase.GetSpellLine("AugmentationSpec")); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); } if (text.ToLower() == "stormcalling") { player.Out.SendMessage("Should have other spell line now!", DOL.GS.PacketHandler.eChatType.CT_Staff, DOL.GS.PacketHandler.eChatLoc.CL_SystemWindow); player.AddSpecialization(SkillBase.GetSpecialization(Specs.Stormcalling)); player.AddSpellLine(SkillBase.GetSpellLine("Stormcalling")); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); } return(false); }
// public override bool WhisperReceive(GameLiving source, string text) // string tmpStr = player.Client.Account.Characters[player.Client.ActiveCharIndex].SerializedSpecs; // { // if (!base.WhisperReceive(source, text) || !(source is GamePlayer)) // return false; // GamePlayer player = source as GamePlayer; // } // return false; public override bool Interact(GamePlayer player) { string tmpStr = player.Client.Account.Characters[player.Client.ActiveCharIndex].SerializedSpecs.Replace(@";", ",").Replace(@"|", ","); string[] values = {}; foreach (string spec in tmpStr.SplitCSV()) { values = spec.Split(','); } if (values.Length >= 2) { for (var i = 0; i < values.Length; i++) { Specialization tempSpec = SkillBase.GetSpecialization(values[i]); i++; if (tempSpec != null) { if (tempSpec.AllowSave) { int level; level = player.Level; if (player.HasSpecialization(tempSpec.KeyName)) { player.GetSpecializationByName(tempSpec.KeyName).Level = level; } else { tempSpec.Level = level; player.AddSpecialization(tempSpec); } } player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); SayTo(player, "Updated spec levels."); } } } return(false); }
public override bool ReceiveItem(GameLiving source, InventoryItem item) { if (source == null || item == null) { return(false); } if (source is GamePlayer) { GamePlayer player = (GamePlayer)source; string tmpStr = player.Client.Account.Characters[player.Client.ActiveCharIndex].SerializedSpecs.Replace(@";", ",").Replace(@"|", ","); string[] values = { }; foreach (string spec in tmpStr.SplitCSV()) { values = spec.Split(','); } int hasPlate = 0; int hasChain = 0; List <string> specList = new List <string>(); for (var i = 0; i < values.Length; i++) { if (i % 2 == 0 && values[i] == "Plate") { hasPlate = 6; specList.Add(values[i]); } else if (i % 2 == 0 && values[i] == "Chain") { hasChain = 4; specList.Add(values[i]); } else if (i % 2 == 0 && values[i] == "Studded / Reinforced") { hasChain = 4; specList.Add(values[i]); } else if (i % 2 == 0 && values[i] != "Chain" && values[i] != "Plate") { specList.Add(values[i]); } } if (values.Length < (20 - hasPlate - hasChain)) { if (values.Length < 15 && item.Item_Type == 444 && item.Name == "Plate") { player.AddAbility(SkillBase.GetAbility("AlbArmor", 5)); player.AddAbility(SkillBase.GetAbility("HibArmor", 4)); player.AddAbility(SkillBase.GetAbility("MidArmor", 4)); player.AddSpecialization(SkillBase.GetSpecialization(item.Name)); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); player.Inventory.RemoveCountFromStack(item, 1); } else if (values.Length > 14 && item.Item_Type == 444 && item.Name == "Plate") { SayTo(player, "Plate occupies 3 specs, remove some specs first!"); } else if (values.Length < 17 && item.Item_Type == 444 && item.Name == "Chain") { player.AddAbility(SkillBase.GetAbility("AlbArmor", 4)); player.AddAbility(SkillBase.GetAbility("HibArmor", 4)); player.AddAbility(SkillBase.GetAbility("MidArmor", 4)); player.AddSpecialization(SkillBase.GetSpecialization(item.Name)); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); player.Inventory.RemoveCountFromStack(item, 1); } else if (values.Length > 16 && item.Item_Type == 444 && item.Name == "Chain") { SayTo(player, "Chain and Studded occupy 2 specs, remove some specs first!"); } else if (values.Length < 17 && item.Item_Type == 444 && item.Name == "Studded / Reinforced") { player.AddAbility(SkillBase.GetAbility("AlbArmor", 3)); player.AddAbility(SkillBase.GetAbility("HibArmor", 3)); player.AddAbility(SkillBase.GetAbility("MidArmor", 3)); player.AddSpecialization(SkillBase.GetSpecialization(item.Name)); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); player.Inventory.RemoveCountFromStack(item, 1); } else if (values.Length > 16 && item.Item_Type == 444 && item.Name == "Studded / Reinforced") { SayTo(player, "Chain and Studded occupy 2 specs, remove some specs first!"); } else if (item.Item_Type == 444 && item.Name == "Leather") { player.AddAbility(SkillBase.GetAbility("AlbArmor", 2)); player.AddAbility(SkillBase.GetAbility("HibArmor", 2)); player.AddAbility(SkillBase.GetAbility("MidArmor", 2)); player.AddSpecialization(SkillBase.GetSpecialization(item.Name)); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); player.Inventory.RemoveCountFromStack(item, 1); } else if (item.Item_Type == 666 && isItemInMerchantList(item)) { player.AddAbility(SkillBase.GetAbility(item.Name)); player.AddSpecialization(SkillBase.GetSpecialization(item.Description)); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); player.Inventory.RemoveCountFromStack(item, 1); } else if (item.Item_Type == 888 && isItemInMerchantList(item)) { player.AddSpecialization(SkillBase.GetSpecialization(item.Name)); player.Out.SendUpdatePlayer(); player.Out.SendUpdatePoints(); player.Out.SendUpdatePlayerSkills(); player.SaveIntoDatabase(); player.UpdatePlayerStatus(); player.Inventory.RemoveCountFromStack(item, 1); } return(false); } else if (values.Length > (19 - hasPlate - hasChain)) { SayTo(player, "You can only have 10 specs in your specialization list! Go remove some to add this one. Choose wisely!"); } } return(false); }