GaMeSFoR.NeT ™ > Diğer Online Oyunlar (Rpg) > Ultima Online > RunUO 1.0 Script » cursed pirate scriptleri

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Alt 08-09-2007   #1 (permalink)
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Üyelik tarihi: Aug 2007
Mesajlar: 39
Konuları: 36
REP Gücü: 2
REP Puanı: 35
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Standart cursed pirate scriptleri


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();
		}
	}
}
Cursed Pirate Cutlass:

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();
        }
    }
}
Cursed Pirate Earrings:

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();
		}
	}
}
Cursed Pirate Pants:

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();
		}
    } 
}
Cursed Pirate Ring:

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();
		}
	}
}
Cursed Pirate Shirt:
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(); 
        } 
    } 
}
Cursed Pirate Tricorn:

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();
		}
	}
}
Arcamenel isimli Üye şimdilik offline konumundadır   Alıntı ile Cevapla
Alt 08-26-2007   #2 (permalink)
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yavuz - ait Kullanıcı Resmi (Avatar)
Üyelik tarihi: Aug 2007
Mesajlar: 151
Konuları: 129
Favori Oyunu: Counter-Strike 1.6,Max Payne,Football Manager 2008
REP Gücü: 127
REP Puanı: 12560
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