Difference between revisions of "Ores"

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|- BGCOLOR="#e3e6ff"
 
|- BGCOLOR="#e3e6ff"
! Thorium
+
! Adamantite
 
! 115
 
! 115
 
! 1%
 
! 1%

Revision as of 15:02, 25 March 2016

Name Min. Skill Spawns Armor Armor Armor Armor Armor Armor Armor * Weapons Weapons Weapons Weapons Weapons Weapons Weapons
Iron 00 40% - - - - - - - * 100% Physical Damage - - - - - -
Dull Copper 65 12% +6 Physical Resist - - - - + 25 Durability -20 required Str * 100% Physical Damage - - - - +25 Durability -50 required Str
Shadow Iron 70 11% +2 Physical Resist +1 Fire Resist - - +5 Energy Resist +35 Durability - * 80% Physical Damage - 20% Cold Damage - - +35 Durability -
Copper 75 8% +1 Physical Resist +1 Fire Resist - +5 Poison Resist +2 Energy Resist - - * 70% Pysical Damage - - 10% Poison Damage 20% Energy Damage - -
Bronze 80 7% +3 Physical Resist - +5 Cold Resist +1 Poison Resist +1 Energy Resist - - * 60% Physical Damage 40% Fire Damage - - - - -
Gold 85 6% +1 Physical Resist +1 Fire Resist - - +2 Energy Resist +40 Luck -30 required Str * 100% Physical Damage - - - - +40 Luck -50 required Str
Agapite 90 5% +2 Physical Resist +3 Fire Resist +2 Cold Resist +2 Poison Resist +2 Energy Resist - - * 50% Physical Damage - 30% Cold Damage - 20% Energy Damage - -
Verite 95 4% +3 Physical Resist +3 Fire Resist +2 Cold Resist +3 Poison Resist +1 Energy Resist - - * 40% Physical Damage - - 40% Poison Damage 20% Energy Damage - -
Valorite 99 2% +4 Physical Resist - +3 Cold Resist +3 Poison Resist +3 Energy Resist +50 Durability - * 40% Physical Damage 10% Fire Damage 20% Cold Damage 10% Poison Damage 20% Energy Damage - -


Truesilver 101 1% +3 Physical Resist +1 Fire Resist +2 Cold Resist +5 Poison Resist +3 Energy Resist +50 Durability - * 50% Physical Damage 25% Fire Damage - - 25% Energy Damage +50 Durability Silver Weapon
Platinum 105 1% +4 Physical Resist +4 Fire Resist +3 Cold Resist +2 Poison Resist +1 Energy Resist +70 Durability - * 50% Physical Damage - 25% Cold Damage - 25% Poison Damage - +70 Durability
Mithril 110 1% +8 Physical Resist +3 Fire Resist +2 Cold Resist +1 Poison Resist +2 Energy Resist +110 Durability - * 50% Physical Damage - 15% Cold Damage - 35% Energy Damage +70 Durability -
Adamantite 115 1% +4 Physical Resist +4 Fire Resist +2 Cold Resist +4 Poison Resist +3 Energy Resist +80 Durability - * 50% Physical Damage 15% Fire Damage - 35% Poison Damage - +80 Durability -
Damascus 119 1% +6 Physical Resist +3 Fire Resist +3 Cold Resist +2 Poison Resist +2 Energy Resist +70 Durability - * 40% Physical Damage 15% Fire Damage 15% Cold Damage 15% Poison Damage 15% Energy Damage +120 Durability +25% Weapon Damage


  • // NUMBERS BELOW ARE...
  • // 1st Required Skill Needed = Minimum required skill
  • // 2nd Min Skill Needed = Skill at which you have 0 chance to get resource
  • // 3rd Max Skill Needed = Skill at which you have 100% chance to get resource
  • // 4th Success Message CLI No
  • res = new HarvestResource[]
  • {
  • new HarvestResource( 00.0, 00.0, 100.0, "You put some Iron ore in your backpack", typeof( IronOre ), typeof( Granite ) ),
  • new HarvestResource( 65.0, 25.0, 105.0, "You put some Dull Copper ore in your backpack", typeof( DullCopperOre ), typeof( DullCopperGranite ), typeof( DullCopperOreElemental ) ),
  • new HarvestResource( 70.0, 30.0, 110.0, "You put some Shadow Iron ore in your backpack", typeof( ShadowIronOre ), typeof( ShadowIronGranite ), typeof( ShadowIronOreElemental ) ),
  • new HarvestResource( 75.0, 35.0, 115.0, "You put some Copper ore in your backpack", typeof( CopperOre ), typeof( CopperGranite ), typeof( CopperOreElemental ) ),
  • new HarvestResource( 80.0, 40.0, 120.0, "You put some Bronze ore in your backpack", typeof( BronzeOre ), typeof( BronzeGranite ), typeof( BronzeOreElemental ) ),
  • new HarvestResource( 85.0, 45.0, 125.0, "You put some Gold ore in your backpack", typeof( GoldOre ), typeof( GoldGranite ), typeof( GoldenOreElemental ) ),
  • new HarvestResource( 90.0, 50.0, 130.0, "You put some Agapite ore in your backpack", typeof( AgapiteOre ), typeof( AgapiteGranite ), typeof( AgapiteOreElemental ) ),
  • new HarvestResource( 95.0, 55.0, 135.0, "You put some Verite ore in your backpack", typeof( VeriteOre ), typeof( VeriteGranite ), typeof( VeriteOreElemental ) ),
  • new HarvestResource( 99.0, 59.0, 139.0, "You put some Valorite ore in your backpack", typeof( ValoriteOre ), typeof( ValoriteGranite ), typeof( ValoriteOreElemental ) ),
  • new HarvestResource( 101.0, 60.0, 140.0, "You put some Truesilver ore in your backpack", typeof( TruesilverOre ), typeof( TruesilverGranite ), typeof( TruesilverOreElemental ) ),
  • new HarvestResource( 105.0, 65.0, 145.0, "You put some Platinum ore in your backpack", typeof( PlatinumOre ), typeof( PlatinumGranite ), typeof( PlatinumOreElemental ) ),
  • new HarvestResource( 110.0, 70.0, 150.0, "You put some Mithril ore in your backpack", typeof( MithrilOre ), typeof( MithrilGranite ), typeof( MithrilOreElemental ) ),
  • new HarvestResource( 115.0, 75.0, 155.0, "You put some Thorium ore in your backpack", typeof( ThoriumOre ), typeof( ThoriumGranite ), typeof( ThoriumOreElemental ) ),
  • new HarvestResource( 119.0, 79.0, 159.0, "You put some Damascus ore in your backpack", typeof( DamascusOre ), typeof( DamascusGranite ), typeof( DamascusOreElemental ) )
  • };
  • // NUMBERS BELOW ARE...
  • // 1ST Vein Chance
  • // 2ND Chance To Fallback = 0.5 means there is a 50% chance on all of them that
  • // each hit on the tree will be a regular ore instead of the special kind.
  • // So to have more special ore out of that ground, lower the .5 down to like .2
  • // (and only 1 in 5 or 2 in 10) will then "fall back" to being a regular ore
  • // 3RD Primary Resource
  • // 4TH Fallback Resource
  • veins = new HarvestVein[]
  • {
  • new HarvestVein( 40.0, 0.0, res[0], null ), // Iron
  • new HarvestVein( 12.0, 0.4, res[1], res[0] ), // Dull Copper
  • new HarvestVein( 11.0, 0.4, res[2], res[0] ), // Shadow Iron
  • new HarvestVein( 08.0, 0.4, res[3], res[0] ), // Copper
  • new HarvestVein( 07.0, 0.4, res[4], res[0] ), // Bronze
  • new HarvestVein( 06.0, 0.4, res[5], res[0] ), // Gold
  • new HarvestVein( 05.0, 0.4, res[6], res[0] ), // Agapite
  • new HarvestVein( 04.0, 0.4, res[7], res[0] ), // Verite
  • new HarvestVein( 02.0, 0.4, res[8], res[0] ), // Valorite 1.4
  • new HarvestVein( 01.0, 0.4, res[9], res[0] ), // Truesilver
  • new HarvestVein( 01.0, 0.4, res[10], res[0] ), // Platinum
  • new HarvestVein( 01.0, 0.4, res[11], res[0] ), // Mithril
  • new HarvestVein( 01.0, 0.4, res[12], res[0] ), // Thorium
  • new HarvestVein( 01.0, 0.4, res[13], res[0] ) // Damascus
  • };


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