Difference between revisions of "Ores"
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<code> | <code> | ||
− | // NUMBERS BELOW ARE... | + | *// NUMBERS BELOW ARE... |
− | // 1st Required Skill Needed = Minimum required skill | + | *// 1st Required Skill Needed = Minimum required skill |
− | // 2nd Min Skill Needed = Skill at which you have 0 chance to get resource | + | *// 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 | // 3rd Max Skill Needed = Skill at which you have 100% chance to get resource | ||
// 4th Success Message CLI No | // 4th Success Message CLI No |
Revision as of 08:53, 10 July 2013
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 | +4 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 | - |
Thorium | 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% Physical Damage | 15% Physical Damage | 15% Physical Damage | 15% Physical 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
};