public void MakeScythe(Mobile from) { Scythe weapon = new Scythe(); weapon.NewCrafting = true; weapon.QualityDamage = m_Hilt.GetDamageBonus() / 2 + m_Blade.Damage; weapon.QualitySpeed = m_Hilt.GetSpeedBonus() / 2 + m_Blade.Speed; weapon.QualityAccuracy = m_Hilt.GetHitChanceBonus() / 2 + m_Blade.Attack; weapon.QualityDefense = m_Hilt.GetHitChanceBonus() / 2 + m_Blade.Defense; weapon.Resource = m_Blade.Resource; int quality = (int)(m_Blade.Durability * 0.45 + m_Hilt.MaxHitPoints * 0.55); weapon.MaxHitPoints = quality; weapon.HitPoints = quality; weapon.Crafter = from; weapon.CraftersOriginalName = from.Name; quality = (int)(m_Blade.Quality * 0.55 + ((int)m_Hilt.Quality * 50) * 0.45); if (quality == 500) weapon.Quality = WeaponQuality.Legendary; if (quality < 500) weapon.Quality = WeaponQuality.Masterwork; if (quality < 450) weapon.Quality = WeaponQuality.Illustrious; if (quality < 400) weapon.Quality = WeaponQuality.Extraordinary; if (quality < 350) weapon.Quality = WeaponQuality.Remarkable; if (quality < 300) weapon.Quality = WeaponQuality.Exceptional; if (quality < 250) weapon.Quality = WeaponQuality.Superior; if (quality < 200) weapon.Quality = WeaponQuality.Regular; if (quality < 150) weapon.Quality = WeaponQuality.Inferior; if (quality < 100) weapon.Quality = WeaponQuality.Low; if (quality < 50) weapon.Quality = WeaponQuality.Poor; weapon.BetaNerf = true; weapon.InvalidateProperties(); from.AddToBackpack(weapon); weapon.AddItem(m_Blade); weapon.AddItem(m_Hilt); }