Difference between revisions of "Wood"
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Latest revision as of 14:05, 25 March 2016
This Page to be updated Soon
Name | Min. Skill | Spawns | Armor | Armor | Armor | Armor | Armor | Armor | * | Weapons | Weapons | Weapons | Weapons | Weapons |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Log | 0 | 50.0% | 100% Physical Damage | |||||||||||
Pine | 65 | 15.0% | +5 Physical Resist | +1 Cold Resist | -20 lower requirements | 100% Physical Damage | +25 Durability | -50 lower requirements | ||||||
Ash | 75 | 9.0% | +2 Physical Resist | +5 Fire Resist | +2 Energy Resist | 75% Physical Damage | 25% Fire Damage | +25 Durability | ||||||
Mohogany | 85 | 8.0% | +1 Physical Resist | +5 Cold Resist | +3 Poison Resist | +1 Energy Resist | 30 Luck | 90% Physical Damage | 10% Cold Damage | 30 Luck | ||||
Yew | 93 | 7.0% | +3 Physical Resist | +2 Cold Resist | +4 Poison Resist | +2 Energy Resist | +30 Durability | 85% Physical Damage | 15% Poison Damage | +30 Durability | ||||
Oak | 99 | 5.0% | +4 Physical Resist | +3 Fire Resist | +3 Cold Resist | +3 Energy Resist | +50 Durability | 80% Physical Damage | 10% Cold Damage | 10% Energy Damage | +5% Weapon Damage | |||
Bamboo | 105 | 3.0% | +3 Physical Resist | +1 Fire Resist | +2 Cold Resist | +5 Poison Resist | +3 Energy Resist | +60 Durability | 75% Physical Damage | 25% Poison Damage | +60 Durability | |||
Zircote | 110 | 2.0% | +8 Physical Resist | +1 Fire Resist | +2 Cold Resist | +3 Poison Resist | +3 Energy Resist | +110 Durability | 75% Physical Damage | 25% Energy Damage | +70 Durability | |||
Ebony | 119 | 1.0% | +6 Physical Resist | +3 Fire Resist | +3 Cold Resist | +2 Poison Resist | +2 Energy Resist | +70 Durability | 100% 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, 95.0, "You put some Regular logs in your backpack", typeof( Log ) ),
- new HarvestResource( 65.0, 10.0, 105.0, "You put some Pine logs in your backpack", typeof( PineLog ) ),
- new HarvestResource( 75.0, 20.0, 115.0, "You put some Ash logs in your backpack", typeof( AshLog ) ),
- new HarvestResource( 85.0, 30.0, 125.0, "You put some Mohogany logs in your backpack", typeof( MohoganyLog ) ),
- new HarvestResource( 93.0, 40.0, 130.0, "You put some Yew logs in your backpack", typeof( YewLog ) ),
- new HarvestResource( 99.0, 50.0, 139.0, "You put some Oak logs in your backpack", typeof( OakLog ) ),
- new HarvestResource( 105.0, 60.0, 140.0, "You put some Bamboo logs in your backpack", typeof( BambooLog ) ),
- new HarvestResource( 110.0, 70.0, 145.0, "You put some Zircote logs in your backpack", typeof( ZircoteLog ) ),
- new HarvestResource( 119.0, 80.0, 150.0, "You put some Ebony logs in your backpack", typeof( EbonyLog ) ),
- };
- // 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( 50.0, 0.0, res[0], null ), // this line should replace the original line
- new HarvestVein( 15.0, 0.4, res[1], res[0] ), // Pine
- new HarvestVein( 09.0, 0.4, res[2], res[0] ), // ash
- new HarvestVein( 08.0, 0.4, res[3], res[0] ), // mohogany
- new HarvestVein( 07.0, 0.4, res[4], res[0] ), // Yew
- new HarvestVein( 05.0, 0.4, res[5], res[0] ), // oak
- new HarvestVein( 03.0, 0.4, res[6], res[0] ), // bamboo
- new HarvestVein( 02.0, 0.4, res[7], res[0] ), // zircote
- new HarvestVein( 01.0, 0.4, res[8], res[0] ), // ebony
- };