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| Acemi Oyuncu ![]() Üyelik tarihi: Aug 2007 Mesajlar: 39 Konuları: 36 REP Gücü: 2 REP Puanı: 35 ![]() | Cursed Pirate Boots Kod: using System;
using Server.Items;
namespace Server.Items
{
public class CursedPirateBoots : BaseArmor
{
public override int ArtifactRarity { get { return 20; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
public override int PhysicalResistance { get { return 6; } }
public override int PoisonResistance { get { return 12; } }
public override int FireResistance { get { return 8; } }
public override int EnergyResistance { get { return 10; } }
public override int ColdResistance { get { return 6; } }
public override ArmorMaterialType MaterialType{ get{ return ArmorMaterialType.Leather; } }
[Constructable]
public CursedPirateBoots() : base( 0x1711 )
{
Weight = 0.3;
Hue = 0x497;
Name = "Cursed Pirate Boots";
SkillBonuses.SetValues(0, SkillName.Stealth, (Utility.Random(4) == 0 ? 15.0 : 10.0));
Attributes.BonusDex = 10;
Attributes.BonusStr = 5;
Attributes.Luck = 25;
Attributes.RegenHits = 4;
}
public CursedPirateBoots( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
} Kod: using System;
using Server;
namespace Server.Items
{
public class CursedPirateCutlass : Cutlass
{
public override int ArtifactRarity{ get{ return 20; } }
public override int InitMinHits { get { return 255; } }
public override int InitMaxHits { get { return 255; } }
[Constructable]
public CursedPirateCutlass()
{
Weight = 8;
Name = "Cursed Pirate Cutlass";
Hue = 0x497;
SkillBonuses.SetValues(0, SkillName.Swords, (Utility.Random(4) == 0 ? 10.0 : 5.0));
WeaponAttributes.HitLeechHits = 50;
WeaponAttributes.HitLightning = 50;
WeaponAttributes.SelfRepair = 5;
Attributes.AttackChance = 20;
Attributes.BonusStr = 10;
Attributes.Luck = 50;
Attributes.SpellChanneling = 1;
Attributes.WeaponDamage = 55;
Attributes.WeaponSpeed = 45;
}
public CursedPirateCutlass( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
} Kod: using System;
using Server;
namespace Server.Items
{
public class CursedPirateEarrings : GoldEarrings
{
public override int ArtifactRarity{ get{ return 20; } }
[Constructable]
public CursedPirateEarrings()
{
Weight = 0.5;
Name = "Cursed Pirate Earrings";
Hue = 0x35;
SkillBonuses.SetValues(0, SkillName.Snooping, (Utility.Random(4) == 0 ? 15.0 : 10.0));
SkillBonuses.SetValues(0, SkillName.Stealing, (Utility.Random(4) == 0 ? 15.0 : 10.0));
Attributes.AttackChance = 10;
Attributes.RegenHits = 6;
Attributes.BonusStr = 10;
Attributes.BonusDex = 5;
Attributes.BonusHits = 5;
Attributes.WeaponSpeed = 15;
Attributes.Luck = 50;
}
public CursedPirateEarrings ( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
} Kod: using System;
using Server.Network;
using Server.Targeting;
using Server.Items;
namespace Server.Items
{
[FlipableAttribute( 0x152e, 0x152f )]
public class CursedPiratePants : BasePants
{
public override int ArtifactRarity { get { return 20; } }
public override int PoisonResistance{ get{ return 8; } }
public override int PhysicalResistance{ get{ return 10; } }
public override int FireResistance{ get{ return 12; } }
public override int EnergyResistance{ get{ return 6; } }
public override int ColdResistance{ get{ return 6; } }
[Constructable]
public CursedPiratePants() : this( 0 )
{
Name = "Cursed Pirate Pants";
Hue = 0x497;
SkillBonuses.SetValues(0, SkillName.Parry, (Utility.Random(4) == 0 ? 15.0 : 10.0));
Attributes.DefendChance = 10;
Attributes.BonusStr = 10;
Attributes.ReflectPhysical = 10;
Attributes.Luck = 100;
}
[Constructable]
public CursedPiratePants( int hue ) : base( 0x152E, hue )
{
Weight = 2.0;
}
public CursedPiratePants( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
} Kod: using System;
using Server;
namespace Server.Items
{
public class CursedPirateRing : GoldRing
{
public override int ArtifactRarity{ get{ return 20; } }
[Constructable]
public CursedPirateRing()
{
Weight = 0.5;
Name = "Cursed Pirate Ring";
Hue = 0x35;
SkillBonuses.SetValues(0, SkillName.Hiding, (Utility.Random(4) == 0 ? 10.0 : 5.0));
Attributes.AttackChance = 15;
Attributes.DefendChance = 10;
Attributes.BonusStam = 5;
Attributes.BonusDex = 5;
Attributes.Luck = 50;
Attributes.RegenStam = 10;
}
public CursedPirateRing( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
} Kod: using System;
using Server.Network;
using Server.Targeting;
using Server.Items;
namespace Server.Items
{
[FlipableAttribute(0x1EFD, 0x1EFE)]
public class CursedPirateShirt : BaseShirt
{
public override int ArtifactRarity { get { return 20; } }
public override int PoisonResistance{ get{ return 10; } }
public override int PhysicalResistance{ get{ return 6; } }
public override int FireResistance{ get{ return 5; } }
public override int EnergyResistance{ get{ return 2; } }
public override int ColdResistance{ get{ return 4; } }
[Constructable]
public CursedPirateShirt() : base( 0x1EFD )
{
Hue = 1153;
Weight = 1.0;
Layer = Layer.MiddleTorso;
Name = "Cursed Pirate Shirt";
SkillBonuses.SetValues(0, SkillName.Anatomy, (Utility.Random(4) == 0 ? 10.0 : 5.0));
SkillBonuses.SetValues(0, SkillName.Swords, (Utility.Random(4) == 0 ? 15.0 : 10.0));
Attributes.DefendChance = 10;
Attributes.Luck = 200;
Attributes.ReflectPhysical = 10;
Attributes.AttackChance = 15;
Attributes.BonusDex = 5;
}
public CursedPirateShirt( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
} Kod: using System;
using Server;
namespace Server.Items
{
public class CursedPirateTricorne : TricorneHat
{
public override int ArtifactRarity{ get{ return 20; } }
[Constructable]
public CursedPirateTricorne()
{
Name = "Cursed Pirate Tricorne Hat";
Hue = 0x497;
Resistances.Cold = 8;
Resistances.Poison = 10;
Resistances.Physical = 12;
Resistances.Fire = 6;
Resistances.Energy = 8;
SkillBonuses.SetValues(0, SkillName.Hiding, (Utility.Random(4) == 0 ? 15.0 : 10.0));
Attributes.BonusInt = 10;
Attributes.AttackChance = 20;
Attributes.NightSight = 1;
Attributes.BonusHits = 12;
Attributes.Luck = 100;
Attributes.ReflectPhysical = 15;
}
public CursedPirateTricorne( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
} |
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