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."); }
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."); }
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."); }
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."); }
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."); }
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."); }
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."); } } }
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; } }
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; } }
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."); }
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; } }
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."); }
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; } }
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."); }
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."); }
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."); }
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(); }