public static void GenerateSingleEquipmentReagents() { // 1h axe - class - 2, subclass - 1 int Class = 2; int SubClass = 1; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } DB.LSave(); }
public static void GenerateEquipmentReagentLoots() { int Class, SubClass; // jewey - class - 4, subclass - 0 Class = 4; SubClass = 0; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103086 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103087 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103088 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103089 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103090 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103091 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103092 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103093 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103094 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // cloth - class - 4, subclass - 1 Class = 4; SubClass = 1; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103140 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103141 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103142 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103143 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103144 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103145 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103146 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103147 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103148 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // leather - class - 4, subclass - 2 Class = 4; SubClass = 2; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103194 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103195 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103196 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103197 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103198 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103199 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103200 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103201 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103202 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // mail - class - 4, subclass - 3 Class = 4; SubClass = 3; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103248 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103249 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103250 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103251 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103252 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103253 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103254 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103255 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103256 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // plate - class - 4, subclass - 4 Class = 4; SubClass = 4; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103302 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103303 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103304 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103305 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103306 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103307 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103308 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103309 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103310 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 1h axe - class - 2, subclass - 1 Class = 2; SubClass = 1; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 1h mace - class - 2, subclass - 4 Class = 2; SubClass = 4; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 1h sword - class - 2, subclass - 7 Class = 2; SubClass = 7; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 1h dagger - class - 2, subclass - 15 Class = 2; SubClass = 15; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 1h fist weapon - class - 2, subclass - 13 Class = 2; SubClass = 13; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 2h axe - class - 2, subclass - 2 Class = 2; SubClass = 2; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2; reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2; reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2; reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2; reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2; reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2; reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2; reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2; reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2; reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 2h axe - class - 2, subclass - 5 Class = 2; SubClass = 5; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2; reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2; reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2; reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2; reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2; reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2; reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2; reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2; reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2; reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 2h sword - class - 2, subclass - 8 Class = 2; SubClass = 8; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2; reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2; reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2; reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2; reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2; reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2; reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2; reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2; reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2; reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 2h polearm - class - 2, subclass - 17 Class = 2; SubClass = 17; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2; reagent.Chance = 0; reagent.Reagent = 103356 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2; reagent.Chance = 0; reagent.Reagent = 103357 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2; reagent.Chance = 0; reagent.Reagent = 103358 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2; reagent.Chance = 0; reagent.Reagent = 103359 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2; reagent.Chance = 0; reagent.Reagent = 103360 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2; reagent.Chance = 0; reagent.Reagent = 103361 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2; reagent.Chance = 0; reagent.Reagent = 103362 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2; reagent.Chance = 0; reagent.Reagent = 103363 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2; reagent.Chance = 0; reagent.Reagent = 103364 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 2h staff - class - 2, subclass - 10 Class = 2; SubClass = 10; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2; reagent.Chance = 0; reagent.Reagent = 103410 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2; reagent.Chance = 0; reagent.Reagent = 103411 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2; reagent.Chance = 0; reagent.Reagent = 103412 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2; reagent.Chance = 0; reagent.Reagent = 103413 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2; reagent.Chance = 0; reagent.Reagent = 103414 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2; reagent.Chance = 0; reagent.Reagent = 103415 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2; reagent.Chance = 0; reagent.Reagent = 103416 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2; reagent.Chance = 0; reagent.Reagent = 103417 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2; reagent.Chance = 0; reagent.Reagent = 103418 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // 2h wand - class - 2, subclass - 19 Class = 2; SubClass = 19; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103410 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103411 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103412 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103413 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103414 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103415 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103416 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103417 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103418 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // ranged - bow - class - 2, subclass - 2 Class = 2; SubClass = 2; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103464 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103465 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103466 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103467 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103468 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103469 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103470 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103471 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103472 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // ranged - gun - class - 2, subclass - 3 Class = 2; SubClass = 3; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103464 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103465 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103466 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103467 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103468 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103469 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103470 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103471 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103472 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } // ranged - crossbow - class - 2, subclass - 18 Class = 2; SubClass = 18; for (int quality = 1; quality <= 6; quality++) { for (int itemlevel = 1; itemlevel <= 100; itemlevel++) { if (itemlevel < 15) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0); reagent.Chance = 0; reagent.Reagent = 103464 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 10 && itemlevel < 25) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10); reagent.Chance = 0; reagent.Reagent = 103465 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 20 && itemlevel < 35) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20); reagent.Chance = 0; reagent.Reagent = 103466 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 30 && itemlevel < 45) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30); reagent.Chance = 0; reagent.Reagent = 103467 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 40 && itemlevel < 55) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40); reagent.Chance = 0; reagent.Reagent = 103468 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 50 && itemlevel < 65) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50); reagent.Chance = 0; reagent.Reagent = 103469 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 60 && itemlevel < 75) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60); reagent.Chance = 0; reagent.Reagent = 103470 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 70 && itemlevel < 81) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70); reagent.Chance = 0; reagent.Reagent = 103471 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } if (itemlevel > 80) { item_loot_reagents reagent = new item_loot_reagents(); reagent.Class = Class; reagent.SubClass = SubClass; reagent.Quality = quality; reagent.ItemLevel = itemlevel; reagent.CountMin = 1; reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80); reagent.Chance = 0; reagent.Reagent = 103472 + (quality - 1) * 9; DB.LEGACY.item_loot_reagents.Add(reagent); } } } DB.LSave(); }