public SilverCrowBracelet() { Weight = 1.0; Name = "Silver Crow Bracelet"; Hue = 1953; //Attributes.AttackChance = 10; //Attributes.BonusStr = 10; //Attributes.BonusDex = 10; //Attributes.BonusMana = 10; Attributes.CastSpeed = 1; Attributes.CastRecovery = 3; Attributes.DefendChance = 10; //Attributes.Luck = 100; //Attributes.RegenMana = 3; //Attributes.WeaponSpeed = 15; SkillBonuses.SetValues(0, SkillName.Swords, 20.0); Resistances.Energy = 5; Resistances.Fire = 2; Resistances.Physical = 10; }
public SwordOfTheSpirit() : base(0x906) { Name = "The Sword of The Spirit"; Layer = Layer.FirstValid; Weight = 0.0; LootType = LootType.Blessed; FollowersBonus = 2; Attributes.SpellChanneling = 1; Attributes.CastSpeed = 1; Attributes.CastRecovery = 3; Attributes.SpellDamage = 125; Attributes.LowerRegCost = 20; Attributes.AttackChance = 45; Attributes.BonusDex = 65; Attributes.Luck = 400; SkillBonuses.SetValues(0, SkillName.Healing, 100); SkillBonuses.SetValues(1, SkillName.Wrestling, 100); SkillBonuses.SetValues(2, SkillName.Parry, 100); MaxRange = 10; WeaponAttributes.MageWeapon = 30; WeaponAttributes.HitLowerAttack = 100; WeaponAttributes.HitLowerDefend = 100; }
public DespicableQuiver() : base(0x2B02) { Hue = 2671; DamageIncrease = 10; WeightReduction = 30; Attributes.BonusDex = 5; SkillBonuses.SetValues(0, SkillName.Archery, 5.0); Attributes.ReflectPhysical = 5; Attributes.AttackChance = 5; switch (Utility.Random(5)) { case 0: Resistances.Physical = 10; break; case 1: Resistances.Fire = 10; break; case 2: Resistances.Cold = 10; break; case 3: Resistances.Poison = 10; break; case 4: Resistances.Energy = 10; break; } }
public GargishHephaestus(bool antique) { Hue = 1910; Attributes.SpellChanneling = 1; Attributes.ReflectPhysical = 15; Attributes.DefendChance = 15; Attributes.CastSpeed = 1; Attributes.LowerManaCost = 8; PhysicalBonus = 15; ArmorAttributes.SelfRepair = 5; SkillBonuses.SetValues(0, SkillName.Parry, 10.0); if (antique) { MaxHitPoints = 250; NegativeAttributes.Antique = 1; } else MaxHitPoints = 255; HitPoints = MaxHitPoints; }
public DantesEarrings() { Name = "Dantes Earrings"; Hue = 468; Attributes.LowerManaCost = 10; Attributes.DefendChance = 10; Attributes.Luck = 240; Attributes.BonusMana = 5; Attributes.BonusHits = 25; Attributes.BonusStam = 5; Attributes.RegenHits = 1; Attributes.RegenMana = 1; Attributes.RegenStam = 1; Attributes.CastRecovery = 3; Attributes.CastSpeed = 2; Resistances.Energy = 5; Resistances.Fire = 5; Resistances.Cold = 5; Resistances.Poison = 5; Resistances.Physical = 5; SkillBonuses.SetValues(0, SkillName.MagicResist, 15.0); }
public LockeTGloves() { Weight = 7; Name = "[FF6] Locke's Thief Gloves"; Hue = 598; SkillBonuses.SetValues(0, SkillName.Stealing, 5.0); Attributes.BonusDex = 15; Attributes.BonusHits = 15; Attributes.BonusInt = 15; Attributes.DefendChance = 15; Attributes.LowerManaCost = 20; Attributes.Luck = 50; Attributes.NightSight = 1; Attributes.ReflectPhysical = 10; Attributes.RegenHits = 2; Attributes.WeaponDamage = 5; ArmorAttributes.DurabilityBonus = 100; ColdBonus = 15; EnergyBonus = 15; FireBonus = 15; PhysicalBonus = 40; PoisonBonus = 15; StrBonus = 25; }
private static void ApplySkillBonus( SkillBonuses attrs, int min, int max, int index, int low, int high ) { SkillName[] possibleSkills = ( attrs.Owner is Spellbook ? m_PossibleSpellbookSkills : m_PossibleBonusSkills ); int count = possibleSkills.Length; SkillName sk, check; double bonus; bool found; do { found = false; sk = possibleSkills[Utility.Random( count )]; for ( int i = 0; !found && i < 5; ++i ) found = ( attrs.GetValues( i, out check, out bonus ) && check == sk ); } while ( found ); attrs.SetValues( (short) index, sk, (short) Scale( min, max, low, high ) ); }
public Runesabre() { WeaponAttributes.MageWeapon = 1; SkillBonuses.SetValues(0, SkillName.MagicResist, 5.0); }
public GreaterHealMagicStaff() : base(MagicStaffEffect.Charges, 1, 11) { IntRequirement = 25; Name = "wand of greater healing"; SkillBonuses.SetValues(1, SkillName.Magery, 40); }
public GargishRobeBearingTheCrestOfBlackthorn3() { ReforgedSuffix = ReforgedSuffix.Blackthorn; SkillBonuses.SetValues(0, SkillName.Stealth, 10.0); Hue = 2130; }
public AncientSamuraiDo() : base() { ArmorAttributes.LowerStatReq = 100; ArmorAttributes.MageArmor = 1; SkillBonuses.SetValues(0, SkillName.Parry, 10.0); }
public ArtifactBracelet() { Name = m_Names[Utility.Random(m_Names.Length)]; Hue = Utility.RandomMinMax(5, 3000); // Name = "Artifact Bracelet"; // random chance to get diffent resist % Resistances.Physical = Utility.RandomMinMax(10, 20); Resistances.Fire = Utility.RandomMinMax(10, 20); Resistances.Cold = Utility.RandomMinMax(10, 20); Resistances.Poison = Utility.RandomMinMax(10, 20); Resistances.Energy = Utility.RandomMinMax(10, 20); // id it shows item as switch (Utility.Random(2)) { case 0: ItemID = 4230; break; //gold case 1: ItemID = 7942; break; // silver } // random chance to get these stats added to item ,chance of one stat per switch switch (Utility.Random(20)) { case 0: Attributes.RegenHits = Utility.RandomMinMax(1, 4); break; case 1: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break; case 2: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break; case 3: Attributes.DefendChance = Utility.RandomMinMax(10, 20); break; case 4: Attributes.AttackChance = Utility.RandomMinMax(10, 20); break; } switch (Utility.Random(20)) { case 0: Attributes.BonusStr = Utility.RandomMinMax(1, 5); break; case 1: Attributes.BonusDex = Utility.RandomMinMax(1, 5); break; case 2: Attributes.BonusInt = Utility.RandomMinMax(1, 5); break; case 3: Attributes.BonusHits = Utility.RandomMinMax(10, 20); break; case 4: Attributes.BonusStam = Utility.RandomMinMax(10, 20); break; case 5: Attributes.BonusMana = Utility.RandomMinMax(10, 20); break; } switch (Utility.Random(20)) { case 0: Attributes.WeaponDamage = Utility.RandomMinMax(10, 25); break; case 1: Attributes.WeaponSpeed = Utility.RandomMinMax(10, 20); break; case 2: Attributes.SpellDamage = Utility.RandomMinMax(10, 50); break; case 3: Attributes.CastRecovery = Utility.RandomMinMax(1, 2); break; case 4: Attributes.CastSpeed = Utility.RandomMinMax(1, 2); break; } switch (Utility.Random(20)) { case 0: Attributes.LowerManaCost = Utility.RandomMinMax(5, 10); break; case 1: Attributes.LowerRegCost = Utility.RandomMinMax(10, 20); break; case 2: Attributes.ReflectPhysical = Utility.RandomMinMax(5, 20); break; case 3: Attributes.EnhancePotions = Utility.RandomMinMax(10, 20); break; case 4: Attributes.Luck = Utility.RandomMinMax(100, 200); break; case 5: Attributes.NightSight = 1; break; // case 6: Attributes.SpellChanneling = 1; break; } switch (Utility.Random(20)) { case 0: Attributes.WeaponDamage = Utility.RandomMinMax(10, 25); break; case 1: Attributes.WeaponSpeed = Utility.RandomMinMax(10, 20); break; case 2: Attributes.SpellDamage = Utility.RandomMinMax(5, 25); break; case 3: Attributes.CastRecovery = Utility.RandomMinMax(1, 2); break; case 4: Attributes.CastSpeed = Utility.RandomMinMax(1, 2); break; } // this will add 1 of these to every shoe sandal or boot switch (Utility.Random(21)) { case 0: Attributes.WeaponDamage = Utility.RandomMinMax(10, 25); break; case 1: Attributes.WeaponSpeed = Utility.RandomMinMax(10, 20); break; case 2: Attributes.SpellDamage = Utility.RandomMinMax(5, 25); break; case 3: Attributes.CastRecovery = Utility.RandomMinMax(1, 2); break; case 4: Attributes.CastSpeed = Utility.RandomMinMax(1, 2); break; case 5: Attributes.LowerManaCost = Utility.RandomMinMax(5, 10); break; case 6: Attributes.LowerRegCost = Utility.RandomMinMax(10, 20); break; case 7: Attributes.ReflectPhysical = Utility.RandomMinMax(5, 20); break; case 8: Attributes.EnhancePotions = Utility.RandomMinMax(10, 20); break; case 9: Attributes.Luck = Utility.RandomMinMax(100, 200); break; case 10: Attributes.BonusStr = Utility.RandomMinMax(1, 5); break; case 11: Attributes.BonusDex = Utility.RandomMinMax(1, 5); break; case 12: Attributes.BonusInt = Utility.RandomMinMax(1, 5); break; case 13: Attributes.BonusHits = Utility.RandomMinMax(10, 20); break; case 14: Attributes.BonusStam = Utility.RandomMinMax(10, 20); break; case 15: Attributes.BonusMana = Utility.RandomMinMax(10, 20); break; case 16: Attributes.RegenHits = Utility.RandomMinMax(1, 4); break; case 17: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break; case 18: Attributes.RegenStam = Utility.RandomMinMax(1, 4); break; case 19: Attributes.DefendChance = Utility.RandomMinMax(10, 20); break; case 20: Attributes.AttackChance = Utility.RandomMinMax(10, 20); break; } // random skill bonus switch (Utility.Random(54)) { case 0: SkillBonuses.SetValues(0, SkillName.Alchemy, 5.0); break; case 1: SkillBonuses.SetValues(0, SkillName.Anatomy, 5.0); break; case 2: SkillBonuses.SetValues(0, SkillName.AnimalLore, 5.0); break; case 3: SkillBonuses.SetValues(0, SkillName.ItemID, 5.0); break; case 4: SkillBonuses.SetValues(0, SkillName.ArmsLore, 5.0); break; case 5: SkillBonuses.SetValues(0, SkillName.Parry, 5.0); break; case 6: SkillBonuses.SetValues(0, SkillName.Begging, 5.0); break; case 7: SkillBonuses.SetValues(0, SkillName.Blacksmith, 5.0); break; case 8: SkillBonuses.SetValues(0, SkillName.Fletching, 5.0); break; case 9: SkillBonuses.SetValues(0, SkillName.Peacemaking, 5.0); break; case 10: SkillBonuses.SetValues(0, SkillName.Camping, 5.0); break; case 11: SkillBonuses.SetValues(0, SkillName.Carpentry, 5.0); break; case 12: SkillBonuses.SetValues(0, SkillName.Cartography, 5.0); break; case 13: SkillBonuses.SetValues(0, SkillName.Cooking, 5.0); break; case 14: SkillBonuses.SetValues(0, SkillName.DetectHidden, 5.0); break; case 15: SkillBonuses.SetValues(0, SkillName.Discordance, 5.0); break; case 16: SkillBonuses.SetValues(0, SkillName.EvalInt, 5.0); break; case 17: SkillBonuses.SetValues(0, SkillName.Healing, 5.0); break; case 18: SkillBonuses.SetValues(0, SkillName.Fishing, 5.0); break; case 19: SkillBonuses.SetValues(0, SkillName.Forensics, 5.0); break; case 20: SkillBonuses.SetValues(0, SkillName.Herding, 5.0); break;// lol has anyone ever used this skill before case 21: SkillBonuses.SetValues(0, SkillName.Hiding, 5.0); break; case 22: SkillBonuses.SetValues(0, SkillName.Provocation, 5.0); break; case 23: SkillBonuses.SetValues(0, SkillName.Inscribe, 5.0); break; case 24: SkillBonuses.SetValues(0, SkillName.Lockpicking, 5.0); break; case 25: SkillBonuses.SetValues(0, SkillName.Magery, 5.0); break; case 26: SkillBonuses.SetValues(0, SkillName.MagicResist, 5.0); break; case 27: SkillBonuses.SetValues(0, SkillName.Tactics, 5.0); break; case 28: SkillBonuses.SetValues(0, SkillName.Snooping, 5.0); break; case 29: SkillBonuses.SetValues(0, SkillName.Musicianship, 5.0); break; case 30: SkillBonuses.SetValues(0, SkillName.Poisoning, 5.0); break; case 31: SkillBonuses.SetValues(0, SkillName.Archery, 5.0); break; case 32: SkillBonuses.SetValues(0, SkillName.SpiritSpeak, 5.0); break; case 33: SkillBonuses.SetValues(0, SkillName.Stealing, 5.0); break; case 34: SkillBonuses.SetValues(0, SkillName.Tailoring, 5.0); break; case 35: SkillBonuses.SetValues(0, SkillName.AnimalTaming, 5.0); break; case 36: SkillBonuses.SetValues(0, SkillName.TasteID, 5.0); break; case 37: SkillBonuses.SetValues(0, SkillName.Tinkering, 5.0); break; case 38: SkillBonuses.SetValues(0, SkillName.Tracking, 5.0); break; case 39: SkillBonuses.SetValues(0, SkillName.Veterinary, 5.0); break; case 40: SkillBonuses.SetValues(0, SkillName.Swords, 5.0); break; case 41: SkillBonuses.SetValues(0, SkillName.Macing, 5.0); break; case 42: SkillBonuses.SetValues(0, SkillName.Fencing, 5.0); break; case 43: SkillBonuses.SetValues(0, SkillName.Wrestling, 5.0); break; case 44: SkillBonuses.SetValues(0, SkillName.Lumberjacking, 5.0); break; case 45: SkillBonuses.SetValues(0, SkillName.Mining, 5.0); break; case 46: SkillBonuses.SetValues(0, SkillName.Meditation, 5.0); break; case 47: SkillBonuses.SetValues(0, SkillName.Stealth, 5.0); break; case 48: SkillBonuses.SetValues(0, SkillName.RemoveTrap, 5.0); break; case 49: SkillBonuses.SetValues(0, SkillName.Necromancy, 5.0); break; case 50: SkillBonuses.SetValues(0, SkillName.Focus, 5.0); break; case 51: SkillBonuses.SetValues(0, SkillName.Chivalry, 5.0); break; case 52: SkillBonuses.SetValues(0, SkillName.Bushido, 5.0); break; case 53: SkillBonuses.SetValues(0, SkillName.Ninjitsu, 5.0); break; } // END random skill bonus // LRC BONUS switch (Utility.Random(2)) { case 0: Attributes.LowerRegCost = Utility.RandomMinMax(10, 25); break; } //Disadvantages // can be brittle /* switch (Utility.Random(2)) * { * case 0: Attributes.Brittle = 1; break; * } * // can be cursed * switch (Utility.Random(2)) { case 0: LootType = LootType.Cursed; break; } * * // can be unlucky * switch (Utility.Random(2)) * { * case 0: Attributes.Luck = -100; break; * } */ }
public HumanBandedLance() : base(0x26C0) { Name = "Banded Lance"; Weight = 15.0; SkillBonuses.SetValues(0, SkillName.Tactics, 10.0); }
public SingingAxe() { SkillBonuses.SetValues(0, SkillName.Musicianship, 5); }
public MagicTrapMagicStaff() : base(MagicStaffEffect.Charges, 1, 20) { IntRequirement = 15; Name = "wand of magical traps"; SkillBonuses.SetValues(1, SkillName.Magery, 20); }
public WallofStoneMagicStaff() : base(MagicStaffEffect.Charges, 1, 15) { IntRequirement = 20; Name = "wand of stone wall"; SkillBonuses.SetValues(1, SkillName.Magery, 30); }
public WeaknessMagicStaff() : base(MagicStaffEffect.Charges, 1, 25) { IntRequirement = 10; Name = "wand of weakness"; SkillBonuses.SetValues(1, SkillName.Magery, 10); }
public ElvenAmulet() : base(0x1089) { Weight = 0.1; Name = "Amulet of Protection"; SkillBonuses.SetValues(4, SkillName.MagicResist, 20); }
public AbyssReaver() { SkillBonuses.SetValues(0, SkillName.Throwing, Utility.RandomMinMax(5, 10)); Attributes.WeaponDamage = Utility.RandomMinMax(25, 35); Slayer = SlayerName.Exorcism; }
public InvisibilityMagicStaff() : base(MagicStaffEffect.Charges, 1, 7) { IntRequirement = 35; Name = "wand of invisibility"; SkillBonuses.SetValues(1, SkillName.Magery, 60); }
//[Constructable] public ShapeshifterArmor(int slotlevel) : base(0x13CC) { Weight = 0.0; Movable = false; LootType = LootType.Newbied; switch (slotlevel) { case 1: Name = "Eagle's feathers"; Hue = 1880; Attributes.RegenHits = 4; Attributes.BonusDex = Utility.RandomMinMax(15, 25); Attributes.BonusStam = Utility.RandomMinMax(5, 15); Attributes.BonusHits = Utility.RandomMinMax(25, 45); PhysicalBonus = Utility.RandomMinMax(12, 30); ColdBonus = Utility.RandomMinMax(20, 35); EnergyBonus = Utility.RandomMinMax(20, 35); PoisonBonus = Utility.RandomMinMax(20, 35); FireBonus = Utility.RandomMinMax(20, 35); break; case 2: Name = "Wolf's Fur"; Hue = 2229; Attributes.RegenHits = 4; Attributes.BonusStr = Utility.RandomMinMax(5, 15); Attributes.BonusDex = Utility.RandomMinMax(15, 25); Attributes.BonusStam = Utility.RandomMinMax(25, 35); Attributes.BonusHits = Utility.RandomMinMax(25, 60); Attributes.DefendChance = Utility.RandomMinMax(1, 5); PhysicalBonus = Utility.RandomMinMax(20, 30); ColdBonus = Utility.RandomMinMax(20, 40); EnergyBonus = Utility.RandomMinMax(20, 40); PoisonBonus = Utility.RandomMinMax(20, 40); FireBonus = Utility.RandomMinMax(20, 40); break; case 3: Name = "Panther's Fur"; Hue = 2306; Attributes.RegenHits = 4; Attributes.BonusStr = Utility.RandomMinMax(20, 30); Attributes.BonusDex = Utility.RandomMinMax(25, 35); Attributes.BonusStam = Utility.RandomMinMax(30, 50); Attributes.BonusHits = Utility.RandomMinMax(45, 70); Attributes.DefendChance = Utility.RandomMinMax(1, 10); SkillBonuses.SetValues(0, SkillName.Wrestling, 5.0); PhysicalBonus = Utility.RandomMinMax(25, 40); ColdBonus = Utility.RandomMinMax(35, 50); EnergyBonus = Utility.RandomMinMax(35, 50); PoisonBonus = Utility.RandomMinMax(35, 50); FireBonus = Utility.RandomMinMax(35, 50); break; case 4: Name = "Bear's Fur"; Hue = 1841; Attributes.RegenHits = 4; Attributes.BonusStr = Utility.RandomMinMax(40, 60); Attributes.BonusDex = Utility.RandomMinMax(40, 50); Attributes.BonusStam = Utility.RandomMinMax(30, 60); Attributes.BonusHits = Utility.RandomMinMax(70, 120); Attributes.DefendChance = Utility.RandomMinMax(5, 15); SkillBonuses.SetValues(0, SkillName.Wrestling, 10.0); PhysicalBonus = Utility.RandomMinMax(35, 45); ColdBonus = Utility.RandomMinMax(40, 55); EnergyBonus = Utility.RandomMinMax(40, 55); PoisonBonus = Utility.RandomMinMax(40, 55); FireBonus = Utility.RandomMinMax(40, 55); break; case 5: Name = "Animal Spirit's Shroud"; Hue = 2479; ItemID = 0x27CD; Attributes.RegenHits = 5; Attributes.BonusDex = Utility.RandomMinMax(50, 70); Attributes.BonusStr = Utility.RandomMinMax(60, 80); Attributes.BonusHits = Utility.RandomMinMax(100, 155); Attributes.BonusStam = Utility.RandomMinMax(65, 85); Attributes.BonusInt = Utility.RandomMinMax(40, 50); Attributes.BonusMana = Utility.RandomMinMax(40, 50); Attributes.DefendChance = Utility.RandomMinMax(10, 20); SkillBonuses.SetValues(0, SkillName.Wrestling, 20.0); PhysicalBonus = Utility.RandomMinMax(40, 50); ColdBonus = Utility.RandomMinMax(45, 60); EnergyBonus = Utility.RandomMinMax(45, 60); PoisonBonus = Utility.RandomMinMax(45, 60); FireBonus = Utility.RandomMinMax(45, 60); break; default: break; } }
public AgilityMagicStaff() : base(MagicStaffEffect.Charges, 1, 20) { IntRequirement = 15; Name = "wand of agility"; SkillBonuses.SetValues(1, SkillName.Magery, 20); }
public ParalyzeFieldMagicStaff() : base(MagicStaffEffect.Charges, 1, 7) { IntRequirement = 35; Name = "wand of paralyzing fields"; SkillBonuses.SetValues(1, SkillName.Magery, 60); }
public ArmsOfTacticalExcellence() : base() { Attributes.BonusDex = 5; SkillBonuses.SetValues(0, SkillName.Tactics, 12.0); }
public AbyssReaver() { Slayer = SlayerName.Demon; SkillBonuses.SetValues(0, SkillName.Throwing, Utility.RandomMinMax(5, 10)); Attributes.WeaponDamage = (short)Utility.RandomMinMax(25, 35); }
public FireFieldMagicStaff() : base(MagicStaffEffect.Charges, 1, 11) { IntRequirement = 25; Name = "wand of fire fields"; SkillBonuses.SetValues(1, SkillName.Magery, 40); }
public MagicArrowMagicStaff() : base(MagicStaffEffect.Charges, 1, 25) { IntRequirement = 10; Name = "wand of magical arrow"; SkillBonuses.SetValues(1, SkillName.Magery, 10); }
public MagicTunic() : base(0x1fa1) { Name = "Magical Tunic"; Weight = 1.0; int val = Utility.RandomList(1, 2, 3, 4, 5, 6, 7, 8, 9, 10); switch (Utility.Random(53)) { case 0: SkillBonuses.SetValues(0, SkillName.Alchemy, val); break; case 1: SkillBonuses.SetValues(0, SkillName.Anatomy, val); break; case 2: SkillBonuses.SetValues(0, SkillName.AnimalLore, val); break; case 3: SkillBonuses.SetValues(0, SkillName.ItemID, val); break; case 4: SkillBonuses.SetValues(0, SkillName.ArmsLore, val); break; case 5: SkillBonuses.SetValues(0, SkillName.Parry, val); break; case 6: SkillBonuses.SetValues(0, SkillName.Begging, val); break; case 7: SkillBonuses.SetValues(0, SkillName.Blacksmith, val); break; case 8: SkillBonuses.SetValues(0, SkillName.Fletching, val); break; case 9: SkillBonuses.SetValues(0, SkillName.Peacemaking, val); break; case 10: SkillBonuses.SetValues(0, SkillName.Camping, val); break; case 11: SkillBonuses.SetValues(0, SkillName.Carpentry, val); break; case 12: SkillBonuses.SetValues(0, SkillName.Cartography, val); break; case 13: SkillBonuses.SetValues(0, SkillName.Cooking, val); break; case 14: SkillBonuses.SetValues(0, SkillName.DetectHidden, val); break; case 15: SkillBonuses.SetValues(0, SkillName.Discordance, val); break; //case 16: SkillBonuses.SetValues( 0,SkillName.EvalInt, val ); break; case 16: SkillBonuses.SetValues(0, SkillName.Healing, val); break; case 17: SkillBonuses.SetValues(0, SkillName.Fishing, val); break; case 18: SkillBonuses.SetValues(0, SkillName.Forensics, val); break; case 19: SkillBonuses.SetValues(0, SkillName.Herding, val); break; case 20: SkillBonuses.SetValues(0, SkillName.Hiding, val); break; case 21: SkillBonuses.SetValues(0, SkillName.Provocation, val); break; case 22: SkillBonuses.SetValues(0, SkillName.Inscribe, val); break; case 23: SkillBonuses.SetValues(0, SkillName.Lockpicking, val); break; case 24: SkillBonuses.SetValues(0, SkillName.Magery, val); break; case 25: SkillBonuses.SetValues(0, SkillName.MagicResist, val); break; case 26: SkillBonuses.SetValues(0, SkillName.Tactics, val); break; case 27: SkillBonuses.SetValues(0, SkillName.Snooping, val); break; case 28: SkillBonuses.SetValues(0, SkillName.Musicianship, val); break; case 29: SkillBonuses.SetValues(0, SkillName.Poisoning, val); break; case 30: SkillBonuses.SetValues(0, SkillName.Archery, val); break; case 31: SkillBonuses.SetValues(0, SkillName.SpiritSpeak, val); break; case 32: SkillBonuses.SetValues(0, SkillName.Stealing, val); break; case 33: SkillBonuses.SetValues(0, SkillName.Tailoring, val); break; case 34: SkillBonuses.SetValues(0, SkillName.AnimalTaming, val); break; case 35: SkillBonuses.SetValues(0, SkillName.TasteID, val); break; case 36: SkillBonuses.SetValues(0, SkillName.Tinkering, val); break; case 37: SkillBonuses.SetValues(0, SkillName.Tracking, val); break; case 38: SkillBonuses.SetValues(0, SkillName.Veterinary, val); break; case 39: SkillBonuses.SetValues(0, SkillName.Swords, val); break; case 40: SkillBonuses.SetValues(0, SkillName.Macing, val); break; case 41: SkillBonuses.SetValues(0, SkillName.Fencing, val); break; case 42: SkillBonuses.SetValues(0, SkillName.Wrestling, val); break; case 43: SkillBonuses.SetValues(0, SkillName.Lumberjacking, val); break; case 44: SkillBonuses.SetValues(0, SkillName.Mining, val); break; case 45: SkillBonuses.SetValues(0, SkillName.Meditation, val); break; case 46: SkillBonuses.SetValues(0, SkillName.Stealth, val); break; case 47: SkillBonuses.SetValues(0, SkillName.RemoveTrap, val); break; case 48: SkillBonuses.SetValues(0, SkillName.Necromancy, val); break; case 49: SkillBonuses.SetValues(0, SkillName.Focus, val); break; case 50: SkillBonuses.SetValues(0, SkillName.Chivalry, val); break; case 51: SkillBonuses.SetValues(0, SkillName.Bushido, val); break; case 52: SkillBonuses.SetValues(0, SkillName.Ninjitsu, val); break; } }
public EarthElementalMagicStaff() : base(MagicStaffEffect.Charges, 1, 3) { IntRequirement = 45; Name = "wand of earth elementals"; SkillBonuses.SetValues(1, SkillName.Magery, 80); }
public MarkMagicStaff() : base(MagicStaffEffect.Charges, 1, 7) { IntRequirement = 35; Name = "wand of marking"; SkillBonuses.SetValues(1, SkillName.Magery, 60); }
public LightningMagicStaff() : base(MagicStaffEffect.Charges, 1, 11) { IntRequirement = 25; Name = "wand of lightning bolts"; SkillBonuses.SetValues(1, SkillName.Magery, 40); }