예제 #1
0
        private void researchSetNew_Click(object sender, RoutedEventArgs e)
        {
            capital_city_research_set set = WorldWorker.CreateNewResearchSet();

            LegacyToolBox.Data.ResearchSet.Add(set);
            LegacyToolBox.AppendMessage("Research Set " + set.ID + " Created.");
        }
예제 #2
0
        private void creatureCopy_Click(object sender, RoutedEventArgs e)
        {
            creature_template c = creatureList.SelectedItem as creature_template;

            if (c == null)
            {
                return;
            }

            creature_template c2 = WorldWorker.GetCreatureTemplate(c.entry);

            if (c2 == null)
            {
                return;
            }
            WorldWorker.SetEntityState(c2, System.Data.EntityState.Added);

            int id = (from d in LegacyToolBox.Data.CreatureTemplate select d.entry).Max() + 1;

            c2.entry = id;

            LegacyToolBox.Data.CreatureTemplate.Add(c2);
            WorldWorker.SaveCreatureTemplate(c2);
            LegacyToolBox.AppendMessage("Creature " + c.entry + " To Creature " + c2.entry + " Copied.");
        }
예제 #3
0
        private void questDelete_Click(object sender, RoutedEventArgs e)
        {
            quest_template o = questList.SelectedItem as quest_template;

            WorldWorker.DeleteQuestTemplate(o.Id);
            LegacyToolBox.Data.QuestTemplate.Remove(o);
            LegacyToolBox.AppendMessage("Quest " + o.Id + " Deleted.");
        }
예제 #4
0
        private void questCreate_Click(object sender, RoutedEventArgs e)
        {
            quest_template q = WorldWorker.GetQuestTemplate(26035);

            WorldWorker.SetEntityState(q, EntityState.Added);
            q.Id = WorldWorker.GenerateNextQuestEntry();
            WorldWorker.SaveQuestTemplate(q);
            LegacyToolBox.Data.QuestTemplate.Add(q);
            LegacyToolBox.AppendMessage("New Quest " + q.Id + " Created.");
        }
예제 #5
0
        private void questCopy_Click(object sender, RoutedEventArgs e)
        {
            quest_template o = questList.SelectedItem as quest_template;
            quest_template q = WorldWorker.GetQuestTemplate(o.Id);

            WorldWorker.SetEntityState(q, EntityState.Added);
            q.Id = WorldWorker.GenerateNextQuestEntry();
            WorldWorker.SaveQuestTemplate(q);
            LegacyToolBox.Data.QuestTemplate.Add(q);
            LegacyToolBox.AppendMessage("Quest " + o.Id + " To Quest " + q.Id + " Copied.");
        }
예제 #6
0
        private void researchDataNew_Click(object sender, RoutedEventArgs e)
        {
            if (_SelectedResearchSet == null)
            {
                return;
            }

            capital_city_research_data data = WorldWorker.CreateNewResearchData(_SelectedResearchSet.ID);

            LegacyToolBox.Data.ResearchData.Add(data);
            LegacyToolBox.AppendMessage("Research Data For Set " + data.ResearchSet + " Rank " + data.Rank + " Created.");
        }
예제 #7
0
 private void recipeGrid_KeyDown(object sender, KeyEventArgs e)
 {
     if (e.KeyboardDevice.Modifiers == ModifierKeys.Control && e.Key == Key.S)
     {
         compound_recipe recipe = compoundRecipeList.SelectedItem as compound_recipe;
         if (recipe != null)
         {
             WorldWorker.SaveCompoundRecipe(recipe);
             LegacyToolBox.AppendMessage("Compound Recipe " + recipe.ID + " Saved.");
         }
     }
 }
예제 #8
0
 private void itemTab_KeyDown(object sender, KeyEventArgs e)
 {
     if (e.KeyboardDevice.Modifiers == ModifierKeys.Control && e.Key == Key.S)
     {
         item_template c = itemList.SelectedItem as item_template;
         if (c != null)
         {
             LegacyToolBox.Data.SaveItemTemplate(c);
         }
         LegacyToolBox.AppendMessage("Item Template " + c.entry + " Saved.");
         e.Handled = true;
     }
 }
예제 #9
0
 private void creatureTab_KeyDown(object sender, KeyEventArgs e)
 {
     if (e.KeyboardDevice.Modifiers == ModifierKeys.Control && e.Key == Key.S)
     {
         creature_template c = creatureList.SelectedItem as creature_template;
         if (c != null)
         {
             WorldWorker.SaveCreatureTemplate(c);
             LegacyToolBox.AppendMessage("Creature Template " + c.entry + " Saved.", "#FF00FF00");
         }
         e.Handled = true;
     }
 }
예제 #10
0
        private void creatureDelete_Click(object sender, RoutedEventArgs e)
        {
            creature_template c = creatureList.SelectedItem as creature_template;

            if (c == null)
            {
                return;
            }

            LegacyToolBox.Data.CreatureTemplate.Remove(c);
            DB.LEGACY.creature_template.Remove(c);
            LegacyToolBox.AppendMessage("Creature " + c.entry + " Deleted.");
        }
예제 #11
0
 private void questTab_KeyDown(object sender, KeyEventArgs e)
 {
     if (e.KeyboardDevice.Modifiers == ModifierKeys.Control && e.Key == Key.S)
     {
         quest_template q = questList.SelectedItem as quest_template;
         if (q != null)
         {
             WorldWorker.SaveQuestTemplate(q);
         }
         LegacyToolBox.AppendMessage("Quest Template " + q.Id + " Saved.");
         e.Handled = true;
     }
 }
예제 #12
0
        private void researchSetDelete_Click(object sender, RoutedEventArgs e)
        {
            capital_city_research_set set = researchSetList.SelectedItem as capital_city_research_set;

            if (set == null)
            {
                return;
            }
            int id = set.ID;

            WorldWorker.DeleteResearchSet(id);
            LegacyToolBox.Data.ResearchSet.Remove(set);
            LegacyToolBox.AppendMessage("Research Set " + id + " Deleted.");
        }
예제 #13
0
 private void gossipGrid_KeyDown(object sender, KeyEventArgs e)
 {
     if (e.KeyboardDevice.Modifiers == ModifierKeys.Control && e.Key == Key.S)
     {
         if (_SelectedGossipMenu != null)
         {
             WorldWorker.SaveGossipMenu(_SelectedGossipMenu);
         }
         if (_SelectedNpcText != null)
         {
             WorldWorker.SaveNpcText(_SelectedNpcText);
         }
         if (_bct0 != null)
         {
             WorldWorker.SaveBroadCastText(_bct0);
         }
         if (_bct1 != null)
         {
             WorldWorker.SaveBroadCastText(_bct1);
         }
         if (_bct2 != null)
         {
             WorldWorker.SaveBroadCastText(_bct2);
         }
         if (_bct3 != null)
         {
             WorldWorker.SaveBroadCastText(_bct3);
         }
         if (_bct4 != null)
         {
             WorldWorker.SaveBroadCastText(_bct4);
         }
         if (_bct5 != null)
         {
             WorldWorker.SaveBroadCastText(_bct5);
         }
         if (_bct6 != null)
         {
             WorldWorker.SaveBroadCastText(_bct6);
         }
         if (_bct7 != null)
         {
             WorldWorker.SaveBroadCastText(_bct7);
         }
         SaveGossipItems();
         LegacyToolBox.AppendMessage("Gossip Menu " + _SelectedGossipMenu.entry + " Saved.");
         e.Handled = true;
     }
 }
예제 #14
0
        private void researchDataDelete_Click(object sender, RoutedEventArgs e)
        {
            capital_city_research_data data = researchList.SelectedItem as capital_city_research_data;

            if (data == null)
            {
                return;
            }
            int s = data.ResearchSet;
            int r = data.Rank;

            LegacyToolBox.Data.ResearchData.Remove(data);
            WorldWorker.DeleteResearchData(s, r);
            LegacyToolBox.AppendMessage("Research Data For Set " + s + " Rank " + r + " Deleted.");
        }
예제 #15
0
 private void Save()
 {
     if (_SelectedResearchSet != null)
     {
         WorldWorker.SaveResearchSet(_SelectedResearchSet);
     }
     else
     {
         return;
     }
     if (_SelectedResearchData != null)
     {
         WorldWorker.SaveResearchData(_SelectedResearchData);
     }
     else
     {
         return;
     }
     if (_SelectedResearchSpell != null)
     {
         WorldWorker.SaveResearchSpell(_SelectedResearchSpell);
     }
     if (_SelectedResearchItem != null)
     {
         WorldWorker.SaveResearchItem(_SelectedResearchItem);
     }
     if (_SelectedNpcText != null)
     {
         WorldWorker.SaveNpcText(_SelectedNpcText);
     }
     if (_SelectedBroadcastText != null)
     {
         _SelectedBroadcastText.FemaleText = _SelectedBroadcastText.MaleText;
         WorldWorker.SaveBroadCastText(_SelectedBroadcastText);
     }
     WorldWorker.SaveResearchQuests(_ResearchQuest, _SelectedResearchData.QuestSet);
     LegacyToolBox.AppendMessage("Research Set " + _SelectedResearchSet.ID + " Saved.");
 }
예제 #16
0
        private void GenerateItemRandomProperties()
        {
            GenerateBaseEnchantProperty("", 1, 100, "敏捷强化 {0}", "+{0} 敏捷", 60, 400, 5, 4, 3, 2);
            GenerateBaseEnchantProperty("", 1, 100, "力量强化 {0}", "+{0} 力量", 60, 400, 5, 4, 4, 2);
            GenerateBaseEnchantProperty("", 1, 100, "智力强化 {0}", "+{0} 智力", 60, 400, 5, 4, 5, 2);
            GenerateBaseEnchantProperty("", 1, 100, "精神强化 {0}", "+{0} 精神", 60, 400, 5, 4, 6, 2);
            GenerateBaseEnchantProperty("", 1, 100, "耐力强化 {0}", "+{0} 耐力", 60, 600, 5, 6, 7, 3);
            GenerateBaseEnchantProperty("", 1, 100, "防御强化 {0}", "+{0} 防御等级", 60, 400, 5, 4, 12, 2);
            GenerateBaseEnchantProperty("", 1, 100, "闪避强化 {0}", "+{0} 躲闪等级", 60, 400, 5, 4, 13, 2);
            GenerateBaseEnchantProperty("", 1, 100, "招架强化 {0}", "+{0} 招架等级", 60, 400, 5, 4, 14, 2);
            GenerateBaseEnchantProperty("", 1, 100, "格挡强化 {0}", "+{0} 格挡等级", 60, 400, 5, 4, 15, 2);
            GenerateBaseEnchantProperty("", 1, 100, "物理命中强化 {0}", "+{0} 物理命中等级", 60, 600, 5, 6, 16, 3);
            GenerateBaseEnchantProperty("", 1, 100, "法术命中强化 {0}", "+{0} 法术命中等级", 60, 600, 5, 6, 18, 3);
            GenerateBaseEnchantProperty("", 1, 100, "物理爆击强化 {0}", "+{0} 物理爆击等级", 60, 600, 5, 6, 19, 3);
            GenerateBaseEnchantProperty("", 1, 100, "法术爆击强化 {0}", "+{0} 法术爆击等级", 60, 600, 5, 6, 21, 3);
            GenerateBaseEnchantProperty("", 1, 100, "物理急速强化 {0}", "+{0} 物理急速等级", 60, 600, 5, 6, 28, 3);
            GenerateBaseEnchantProperty("", 1, 100, "法术急速强化 {0}", "+{0} 法术急速等级", 60, 600, 5, 6, 30, 3);
            GenerateBaseEnchantProperty("", 1, 100, "命中强化 {0}", "+{0} 物理和法术命中等级", 60, 400, 5, 4, 31, 2);
            GenerateBaseEnchantProperty("", 1, 100, "爆击强化 {0}", "+{0} 物理和法术爆击等级", 60, 400, 5, 4, 32, 2);
            GenerateBaseEnchantProperty("", 1, 100, "急速强化 {0}", "+{0} 物理和法术急速等级", 60, 400, 5, 4, 36, 2);
            GenerateBaseEnchantProperty("", 1, 100, "精准强化 {0}", "+{0} 精准等级", 60, 400, 5, 4, 37, 2);
            GenerateBaseEnchantProperty("", 1, 100, "攻击强化 {0}", "+{0} 攻击强度", 60, 400, 5, 8, 38, 4);
            GenerateBaseEnchantProperty("", 1, 100, "法术强化 {0}", "+{0} 法术强度", 60, 400, 5, 4, 45, 2);
            GenerateBaseEnchantProperty("", 1, 100, "法术伤害强化 {0}", "+{0} 法术伤害强度", 60, 600, 5, 4, 42, 3);
            GenerateBaseEnchantProperty("", 1, 100, "法术治疗强化 {0}", "+{0} 法术治疗强度", 60, 600, 5, 4, 41, 3);
            GenerateBaseEnchantProperty("", 1, 100, "法力回复强化 {0}", "每5秒回复法力值 +{0}", 60, 400, 5, 2, 43, 1);
            GenerateBaseEnchantProperty("", 1, 100, "护甲穿透强化 {0}", "+{0} 护甲穿透等级", 60, 400, 5, 4, 44, 2);
            GenerateBaseEnchantProperty("", 1, 100, "生命回复强化 {0}", "每5秒回复生命值 +{0}", 60, 400, 5, 4, 46, 2);
            GenerateBaseEnchantProperty("", 1, 100, "魔法穿透强化 {0}", "+{0} 魔法穿透", 60, 400, 5, 4, 47, 2);
            GenerateBaseEnchantProperty("", 1, 100, "盾牌格挡强化 {0}", "+{0} 盾牌格挡值", 60, 400, 5, 4, 48, 2);
            GenerateBaseEnchantProperty("", 1, 100, "韧性强化 {0}", "+{0} 韧性等级", 60, 400, 5, 4, 35, 2);

            GenerateBaseEnchantProperty("", 2, 50, "敏捷强化 A{0}", "+{0} 敏捷", 60, 2000, 5, 6, 3, 3);
            GenerateBaseEnchantProperty("", 2, 50, "力量强化 A{0}", "+{0} 力量", 60, 2000, 5, 6, 4, 3);
            GenerateBaseEnchantProperty("", 2, 50, "智力强化 A{0}", "+{0} 智力", 60, 2000, 5, 6, 5, 3);
            GenerateBaseEnchantProperty("", 2, 50, "精神强化 A{0}", "+{0} 精神", 60, 2000, 5, 6, 6, 3);
            GenerateBaseEnchantProperty("", 2, 50, "耐力强化 A{0}", "+{0} 耐力", 60, 3000, 5, 10, 7, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "防御强化 A{0}", "+{0} 防御等级", 60, 2000, 5, 6, 12, 3);
            GenerateBaseEnchantProperty("", 2, 50, "闪避强化 A{0}", "+{0} 躲闪等级", 60, 2000, 5, 6, 13, 3);
            GenerateBaseEnchantProperty("", 2, 50, "招架强化 A{0}", "+{0} 招架等级", 60, 2000, 5, 6, 14, 3);
            GenerateBaseEnchantProperty("", 2, 50, "格挡强化 A{0}", "+{0} 格挡等级", 60, 2000, 5, 6, 15, 3);
            GenerateBaseEnchantProperty("", 2, 50, "物理命中强化 A{0}", "+{0} 物理命中等级", 60, 3000, 5, 10, 16, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "法术命中强化 A{0}", "+{0} 法术命中等级", 60, 3000, 5, 10, 18, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "物理爆击强化 A{0}", "+{0} 物理爆击等级", 60, 3000, 5, 10, 19, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "法术爆击强化 A{0}", "+{0} 法术爆击等级", 60, 3000, 5, 10, 21, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "物理急速强化 A{0}", "+{0} 物理急速等级", 60, 3000, 5, 10, 28, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "法术急速强化 A{0}", "+{0} 法术急速等级", 60, 3000, 5, 10, 30, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "命中强化 A{0}", "+{0} 物理和法术命中等级", 60, 2000, 5, 6, 31, 3);
            GenerateBaseEnchantProperty("", 2, 50, "爆击强化 A{0}", "+{0} 物理和法术爆击等级", 60, 2000, 5, 6, 32, 3);
            GenerateBaseEnchantProperty("", 2, 50, "急速强化 A{0}", "+{0} 物理和法术急速等级", 60, 2000, 5, 6, 36, 3);
            GenerateBaseEnchantProperty("", 2, 50, "精准强化 A{0}", "+{0} 精准等级", 60, 2000, 5, 6, 37, 3);
            GenerateBaseEnchantProperty("", 2, 50, "攻击强化 A{0}", "+{0} 攻击强度", 60, 2000, 5, 12, 38, 6);
            GenerateBaseEnchantProperty("", 2, 50, "法术强化 A{0}", "+{0} 法术强度", 60, 2000, 5, 6, 45, 3);
            GenerateBaseEnchantProperty("", 2, 50, "法术伤害强化 A{0}", "+{0} 法术伤害强度", 60, 3000, 5, 10, 42, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "法术治疗强化 A{0}", "+{0} 法术治疗强度", 60, 3000, 5, 10, 41, 4.5f);
            GenerateBaseEnchantProperty("", 2, 50, "法力回复强化 A{0}", "每5秒回复法力值 +{0}", 60, 2000, 5, 3, 43, 2);
            GenerateBaseEnchantProperty("", 2, 50, "护甲穿透强化 A{0}", "+{0} 护甲穿透等级", 60, 2000, 5, 6, 44, 3);
            GenerateBaseEnchantProperty("", 2, 50, "生命回复强化 A{0}", "每5秒回复生命值 +{0}", 60, 2000, 5, 6, 46, 3);
            GenerateBaseEnchantProperty("", 2, 50, "魔法穿透强化 A{0}", "+{0} 魔法穿透", 60, 2000, 5, 6, 47, 3);
            GenerateBaseEnchantProperty("", 2, 50, "盾牌格挡强化 A{0}", "+{0} 盾牌格挡值", 60, 2000, 5, 6, 48, 3);
            GenerateBaseEnchantProperty("", 2, 50, "韧性强化 A{0}", "+{0} 韧性等级", 60, 2000, 5, 6, 35, 3);

            GenerateBaseEnchantProperty("", 3, 5, "敏捷强化 S{0}", "+{0} 敏捷", 60, 10000, 5, 8, 3, 4);
            GenerateBaseEnchantProperty("", 3, 5, "力量强化 S{0}", "+{0} 力量", 60, 10000, 5, 8, 4, 4);
            GenerateBaseEnchantProperty("", 3, 5, "智力强化 S{0}", "+{0} 智力", 60, 10000, 5, 8, 5, 4);
            GenerateBaseEnchantProperty("", 3, 5, "精神强化 S{0}", "+{0} 精神", 60, 10000, 5, 8, 6, 4);
            GenerateBaseEnchantProperty("", 3, 5, "耐力强化 S{0}", "+{0} 耐力", 60, 15000, 5, 12, 7, 6);
            GenerateBaseEnchantProperty("", 3, 5, "防御强化 S{0}", "+{0} 防御等级", 60, 10000, 5, 8, 12, 4);
            GenerateBaseEnchantProperty("", 3, 5, "闪避强化 S{0}", "+{0} 躲闪等级", 60, 10000, 5, 8, 13, 4);
            GenerateBaseEnchantProperty("", 3, 5, "招架强化 S{0}", "+{0} 招架等级", 60, 10000, 5, 8, 14, 4);
            GenerateBaseEnchantProperty("", 3, 5, "格挡强化 S{0}", "+{0} 格挡等级", 60, 10000, 5, 8, 15, 4);
            GenerateBaseEnchantProperty("", 3, 5, "物理命中强化 S{0}", "+{0} 物理命中等级", 60, 15000, 5, 12, 16, 6);
            GenerateBaseEnchantProperty("", 3, 5, "法术命中强化 S{0}", "+{0} 法术命中等级", 60, 15000, 5, 12, 18, 6);
            GenerateBaseEnchantProperty("", 3, 5, "物理爆击强化 S{0}", "+{0} 物理爆击等级", 60, 15000, 5, 12, 19, 6);
            GenerateBaseEnchantProperty("", 3, 5, "法术爆击强化 S{0}", "+{0} 法术爆击等级", 60, 15000, 5, 12, 21, 6);
            GenerateBaseEnchantProperty("", 3, 5, "物理急速强化 S{0}", "+{0} 物理急速等级", 60, 15000, 5, 12, 28, 6);
            GenerateBaseEnchantProperty("", 3, 5, "法术急速强化 S{0}", "+{0} 法术急速等级", 60, 15000, 5, 12, 30, 6);
            GenerateBaseEnchantProperty("", 3, 5, "命中强化 S{0}", "+{0} 物理和法术命中等级", 60, 10000, 5, 8, 31, 4);
            GenerateBaseEnchantProperty("", 3, 5, "爆击强化 S{0}", "+{0} 物理和法术爆击等级", 60, 10000, 5, 8, 32, 4);
            GenerateBaseEnchantProperty("", 3, 5, "急速强化 S{0}", "+{0} 物理和法术急速等级", 60, 10000, 5, 8, 36, 4);
            GenerateBaseEnchantProperty("", 3, 5, "精准强化 S{0}", "+{0} 精准等级", 60, 10000, 5, 8, 37, 4);
            GenerateBaseEnchantProperty("", 3, 5, "攻击强化 S{0}", "+{0} 攻击强度", 60, 10000, 5, 16, 38, 8);
            GenerateBaseEnchantProperty("", 3, 5, "法术强化 S{0}", "+{0} 法术强度", 60, 10000, 5, 8, 45, 4);
            GenerateBaseEnchantProperty("", 3, 5, "法术伤害强化 S{0}", "+{0} 法术伤害强度", 60, 15000, 5, 12, 42, 6);
            GenerateBaseEnchantProperty("", 3, 5, "法术治疗强化 S{0}", "+{0} 法术治疗强度", 60, 15000, 5, 12, 41, 6);
            GenerateBaseEnchantProperty("", 3, 5, "法力回复强化 S{0}", "每5秒回复法力值 +{0}", 60, 10000, 5, 4, 43, 2);
            GenerateBaseEnchantProperty("", 3, 5, "护甲穿透强化 S{0}", "+{0} 护甲穿透等级", 60, 10000, 5, 8, 44, 4);
            GenerateBaseEnchantProperty("", 3, 5, "生命回复强化 S{0}", "每5秒回复生命值 +{0}", 60, 10000, 5, 8, 46, 4);
            GenerateBaseEnchantProperty("", 3, 5, "魔法穿透强化 S{0}", "+{0} 魔法穿透", 60, 10000, 5, 8, 47, 4);
            GenerateBaseEnchantProperty("", 3, 5, "盾牌格挡强化 S{0}", "+{0} 盾牌格挡值", 60, 10000, 5, 8, 48, 4);
            GenerateBaseEnchantProperty("", 3, 5, "韧性强化 S{0}", "+{0} 韧性等级", 60, 10000, 5, 8, 35, 4);

            GenerateBaseEnchantProperty("", 4, 1, "敏捷强化 M{0}", "+{0} 敏捷", 60, 50000, 5, 12, 3, 6);
            GenerateBaseEnchantProperty("", 4, 1, "力量强化 M{0}", "+{0} 力量", 60, 50000, 5, 12, 4, 6);
            GenerateBaseEnchantProperty("", 4, 1, "智力强化 M{0}", "+{0} 智力", 60, 50000, 5, 12, 5, 6);
            GenerateBaseEnchantProperty("", 4, 1, "精神强化 M{0}", "+{0} 精神", 60, 50000, 5, 12, 6, 6);
            GenerateBaseEnchantProperty("", 4, 1, "耐力强化 M{0}", "+{0} 耐力", 60, 75000, 5, 18, 7, 9);
            GenerateBaseEnchantProperty("", 4, 1, "防御强化 M{0}", "+{0} 防御等级", 60, 50000, 5, 12, 12, 6);
            GenerateBaseEnchantProperty("", 4, 1, "闪避强化 M{0}", "+{0} 躲闪等级", 60, 50000, 5, 12, 13, 6);
            GenerateBaseEnchantProperty("", 4, 1, "招架强化 M{0}", "+{0} 招架等级", 60, 50000, 5, 12, 14, 6);
            GenerateBaseEnchantProperty("", 4, 1, "格挡强化 M{0}", "+{0} 格挡等级", 60, 50000, 5, 12, 15, 6);
            GenerateBaseEnchantProperty("", 4, 1, "物理命中强化 M{0}", "+{0} 物理命中等级", 60, 75000, 5, 18, 16, 9);
            GenerateBaseEnchantProperty("", 4, 1, "法术命中强化 M{0}", "+{0} 法术命中等级", 60, 75000, 5, 18, 18, 9);
            GenerateBaseEnchantProperty("", 4, 1, "物理爆击强化 M{0}", "+{0} 物理爆击等级", 60, 75000, 5, 18, 19, 9);
            GenerateBaseEnchantProperty("", 4, 1, "法术爆击强化 M{0}", "+{0} 法术爆击等级", 60, 75000, 5, 18, 21, 9);
            GenerateBaseEnchantProperty("", 4, 1, "物理急速强化 M{0}", "+{0} 物理急速等级", 60, 75000, 5, 18, 28, 9);
            GenerateBaseEnchantProperty("", 4, 1, "法术急速强化 M{0}", "+{0} 法术急速等级", 60, 75000, 5, 18, 30, 9);
            GenerateBaseEnchantProperty("", 4, 1, "命中强化 M{0}", "+{0} 物理和法术命中等级", 60, 50000, 5, 12, 31, 6);
            GenerateBaseEnchantProperty("", 4, 1, "爆击强化 M{0}", "+{0} 物理和法术爆击等级", 60, 50000, 5, 12, 32, 6);
            GenerateBaseEnchantProperty("", 4, 1, "急速强化 M{0}", "+{0} 物理和法术急速等级", 60, 50000, 5, 12, 36, 6);
            GenerateBaseEnchantProperty("", 4, 1, "精准强化 M{0}", "+{0} 精准等级", 60, 50000, 5, 12, 37, 6);
            GenerateBaseEnchantProperty("", 4, 1, "攻击强化 M{0}", "+{0} 攻击强度", 60, 50000, 5, 24, 38, 12);
            GenerateBaseEnchantProperty("", 4, 1, "法术强化 M{0}", "+{0} 法术强度", 60, 50000, 5, 12, 45, 6);
            GenerateBaseEnchantProperty("", 4, 1, "法术伤害强化 M{0}", "+{0} 法术伤害强度", 60, 75000, 5, 18, 42, 9);
            GenerateBaseEnchantProperty("", 4, 1, "法术治疗强化 M{0}", "+{0} 法术治疗强度", 60, 75000, 5, 18, 41, 9);
            GenerateBaseEnchantProperty("", 4, 1, "法力回复强化 M{0}", "每5秒回复法力值 +{0}", 60, 50000, 5, 6, 43, 3);
            GenerateBaseEnchantProperty("", 4, 1, "护甲穿透强化 M{0}", "+{0} 护甲穿透等级", 60, 50000, 5, 12, 44, 6);
            GenerateBaseEnchantProperty("", 4, 1, "生命回复强化 M{0}", "每5秒回复生命值 +{0}", 60, 50000, 5, 12, 46, 6);
            GenerateBaseEnchantProperty("", 4, 1, "魔法穿透强化 M{0}", "+{0} 魔法穿透", 60, 50000, 5, 12, 47, 6);
            GenerateBaseEnchantProperty("", 4, 1, "盾牌格挡强化 M{0}", "+{0} 盾牌格挡值", 60, 50000, 5, 12, 48, 6);
            GenerateBaseEnchantProperty("", 4, 1, "韧性强化 {0}", "+{0} 韧性等级", 60, 50000, 5, 12, 35, 6);
            WorldWorker.SaveItemRandomProperty(LegacyToolBox.Data.ItemRandomProperty);
            WorldWorker.SaveSpellItemEnchant(LegacyToolBox.Data.SpellItemEnchant);

            LegacyToolBox.AppendMessage("Ench Done.");
        }
예제 #17
0
        public DataStore()
        {
            LegacyToolBox.AppendMessage("Loading Creature Template...");
            CreatureTemplate = WorldWorker.LoadAllCreatureTemplate();
            LegacyToolBox.AppendMessage("Loading Item Template...");
            ItemTemplate = WorldWorker.LoadAllItemTemplate();
            //LegacyToolBox.AppendMessage("Loading Creature Spawn Info...");
            //CreatureSpawn = WorldWorker.LoadAllCreatureSpawnInfo();
            //LegacyToolBox.AppendMessage("Loading BroadCast Text...");
            //BroadCastText = WorldWorker.LoadAllBroadCastText();
            LegacyToolBox.AppendMessage("Loading Quest Template...");
            QuestTemplate = WorldWorker.LoadAllQuestTemplate();
            //LegacyToolBox.AppendMessage("Loading Smart Scripts...");
            //SmartScript = WorldWorker.LoadAllSmartScripts();
            //LegacyToolBox.AppendMessage("Loading Npc Text...");
            //NpcText = WorldWorker.LoadAllNpcText();
            //LegacyToolBox.AppendMessage("Loading Gossip Menu Options...");
            //GossipItem = WorldWorker.LoadAllGossipOption();
            LegacyToolBox.AppendMessage("Loading Gossip Menus...");
            GossipMenu = WorldWorker.LoadAllGossipMenu();
            //LegacyToolBox.AppendMessage("Loading Npc Trainers...");
            //Trainer = WorldWorker.LoadAllNpcTrainer();
            //LegacyToolBox.AppendMessage("Loading Npc Vendors...");
            //Vendor = WorldWorker.LoadAllNpcVendor();
            //LegacyToolBox.AppendMessage("Loading Creature Loots...");
            //CreatureLoot = WorldWorker.LoadAllCreatureLoot();
            LegacyToolBox.AppendMessage("Loading Item Enchantments...");
            ItemEnchant = WorldWorker.LoadAllItemEnchant();
            LegacyToolBox.AppendMessage("Loading Research Set...");
            ResearchSet = WorldWorker.LoadAllResearchSet();
            LegacyToolBox.AppendMessage("Loading Research Data...");
            ResearchData = WorldWorker.LoadAllResearchData();
            LegacyToolBox.AppendMessage("Loading Compound Recipe...");
            CompoundRecipe = WorldWorker.LoadCompoundRecipe();

            LegacyToolBox.AppendMessage("Loading Item Quality Define...");
            ItemQuality = WorldWorker.LoadDBDefine("ItemQuality");
            LegacyToolBox.AppendMessage("Loading Item Ammo Type Define...");
            ItemAmmoType = WorldWorker.LoadDBDefine("ItemAmmoType");
            LegacyToolBox.AppendMessage("Loading Item Bonding Define...");
            ItemBonding = WorldWorker.LoadDBDefine("ItemBonding");
            LegacyToolBox.AppendMessage("Loading Item Damage School Define...");
            ItemDamageSchool = WorldWorker.LoadDBDefine("ItemDamageSchool");
            LegacyToolBox.AppendMessage("Loading Item Inventory Type Define...");
            ItemInventoryType = WorldWorker.LoadDBDefine("ItemInventoryType");
            LegacyToolBox.AppendMessage("Loading Item Sheath Define...");
            ItemSheath = WorldWorker.LoadDBDefine("ItemSheath");
            LegacyToolBox.AppendMessage("Loading Item Socket Color Define...");
            ItemSocketColor = WorldWorker.LoadDBDefine("ItemSocketColor");
            LegacyToolBox.AppendMessage("Loading Item Spell Trigger Define...");
            ItemSpellTrigger = WorldWorker.LoadDBDefine("ItemSpellTrigger");
            LegacyToolBox.AppendMessage("Loading Item Stat Type Define...");
            ItemStatType = WorldWorker.LoadDBDefine("ItemStatType");
            LegacyToolBox.AppendMessage("Loading Reputation Rank Define...");
            ReputationRank = WorldWorker.LoadDBDefine("ReputationRank");
            LegacyToolBox.AppendMessage("Loading Gossip Icon Define...");
            GossipIcon = WorldWorker.LoadDBDefine("GossipIcon");
            LegacyToolBox.AppendMessage("Loading Spell Effect Define...");
            SpellEffect = WorldWorker.LoadDBDefine("SpellEffect");
            LegacyToolBox.AppendMessage("Loading Spell Aura Define...");
            SpellAura = WorldWorker.LoadDBDefine("SpellAura");
            LegacyToolBox.AppendMessage("Loading Spell Effect Target Define...");
            SpellEffectTarget = WorldWorker.LoadDBDefine("SpellEffectTarget");
            LegacyToolBox.AppendMessage("Loading Spell Aura State Define...");
            SpellAuraState = WorldWorker.LoadDBDefine("SpellAuraState");
            LegacyToolBox.AppendMessage("Loading Spell Family Define...");
            SpellFamily = WorldWorker.LoadDBDefine("SpellFamily");
            LegacyToolBox.AppendMessage("Loading Spell Damage Class Define...");
            SpellDamageClass = WorldWorker.LoadDBDefine("SpellDamageClass");
            LegacyToolBox.AppendMessage("Loading Spell Power Type Define...");
            SpellPowerType = WorldWorker.LoadDBDefine("SpellPowerType");
            LegacyToolBox.AppendMessage("Loading Item Group Sound Define...");
            ItemGroupSound = WorldWorker.LoadDBDefine("ItemGroupSound");
            LegacyToolBox.AppendMessage("Loading Gossip Option Define...");
            GossipOption = WorldWorker.LoadDBDefine("GossipOption");
            LegacyToolBox.AppendMessage("Loading Item Material Define...");
            ItemMaterial = WorldWorker.LoadDBDefine("ItemMaterial");

            LegacyToolBox.AppendMessage("Loading DBC <Spell>...");
            Spell = WorldWorker.LoadAllSpell();
            LegacyToolBox.AppendMessage("Loading DBC <SkillLine>...");
            SkillLine = WorldWorker.LoadAllSkillLine();
            LegacyToolBox.AppendMessage("Loading DBC <SkillLineAbility>...");
            SkillLineAbility = WorldWorker.LoadSkillLineAbility();
            LegacyToolBox.AppendMessage("Loading DBC <ItemRandomProperties>...");
            ItemRandomProperty = WorldWorker.LoadItemRandomProperty();
            LegacyToolBox.AppendMessage("Loading DBC <SpellItemEnchantment>...");
            SpellItemEnchant = WorldWorker.LoadSpellItemEnchant();
            LegacyToolBox.AppendMessage("Loading DBC <ItemDisplayInfo>...");
            ItemDisplayInfo = WorldWorker.LoadItemDisplayInfo();
            GemProperty     = WorldWorker.LoadGemProperties();

            GtCombatRating            = WorldWorker.LoadGtCombatRating();
            GtClassCombatRatingScalar = WorldWorker.LoadGtClassCombatRatingScalar();

            LegacyToolBox.AppendMessage("Loading DBC Define <SpellRadius>...");
            SpellRadius = WorldWorker.LoadDBCDefine("SpellRadius");
            LegacyToolBox.AppendMessage("Loading DBC Define <SpellMechanic>...");
            SpellMechanic = WorldWorker.LoadDBCDefine("SpellMechanic.dbc", 1, 6, true);
            LegacyToolBox.AppendMessage("Loading DBC Define <SpellDispelType>...");
            SpellDispel = WorldWorker.LoadDBCDefine("SpellDispelType.dbc", 1, 6);
            LegacyToolBox.AppendMessage("Loading DBC Define <TotemCategory>...");
            TotemCategory = WorldWorker.LoadDBCDefine("TotemCategory.dbc", 1, 6, true);
            LegacyToolBox.AppendMessage("Loading DBC Define <SpellIcon>...");
            SpellIcon = WorldWorker.LoadDBCDefine("SpellIcon.dbc", 1, 2, false, false);
            LegacyToolBox.AppendMessage("Loading DBC Define <ItemClass>...");
            ItemClass = WorldWorker.LoadDBCDefine("ItemClass.dbc", 1, 8);
            LegacyToolBox.AppendMessage("Loading DBC Define <ItemBagFamily>...");
            ItemBagFamily = WorldWorker.LoadDBCDefine("ItemBagFamily.dbc", 1, 6);
            LegacyToolBox.AppendMessage("Loading DBC Define <ItemPetFood>...");
            ItemPetFood = WorldWorker.LoadDBCDefine("ItemPetFood.dbc", 1, 6, true);
            LegacyToolBox.AppendMessage("Loading DBC Define <HolidayNames>...");
            HolidayNames = WorldWorker.LoadDBCDefine("HolidayNames.dbc", 1, 6, true);
            LegacyToolBox.AppendMessage("Loading DBC Define <PageTextMaterial>...");
            PageTextMaterial = WorldWorker.LoadDBCDefine("PageTextMaterial.dbc", 1, 2, true);
            LegacyToolBox.AppendMessage("Loading DBC Define <Languages>...");
            Language = WorldWorker.LoadDBCDefine("Languages.dbc", 1, 6, true);
            LegacyToolBox.AppendMessage("Loading DBC Define <ItemSubClass>...");
            ItemSubclass = WorldWorker.LoadDBCDefine("ItemSubClass.dbc", 1, 2, 15, ItemClass.Count);
            LegacyToolBox.AppendMessage("Loading DBC Define <ItemSet>...");
            ItemSet = WorldWorker.LoadDBCDefine("ItemSet.dbc", 1, 6, true);
            LegacyToolBox.AppendMessage("Loading DBC Define <Emotes>...");
            Emotes = WorldWorker.LoadDBCDefine("Emotes.dbc", 1, 2);
            LegacyToolBox.AppendMessage("Loading DBC Define <SpellDuration>...");
            SpellDuration = WorldWorker.LoadDBCDefine("SpellDuration");
            LegacyToolBox.AppendMessage("Loading DBC Define <SpellCastTime>...");
            SpellCastTime = WorldWorker.LoadDBCDefine("SpellCastTime");
            LegacyToolBox.AppendMessage("Loading DBC Define <SpellRange>...");
            SpellRange = WorldWorker.LoadDBCDefine("SpellRange");
            QuestInfo  = WorldWorker.LoadDBCDefine("QuestInfo.dbc", 1, 6, true);
            QuestSort  = WorldWorker.LoadDBCDefine("QuestSort.dbc", 1, 6, true);
            Area       = WorldWorker.LoadDBCDefine("AreaTable.dbc", 1, 16, true);
            Faction    = WorldWorker.LoadDBCDefine("Faction.dbc", 1, 28, true);
            Skill      = WorldWorker.LoadDBCDefine("SkillLine.dbc", 1, 8, true);
            Title      = WorldWorker.LoadDBCDefine("CharTitles.dbc", 1, 7, true);

            DB.Refresh();
        }