Difference between revisions of "Wood"

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== '''This Page to be updated Soon'''==
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{|class=sortable border="1" cellpadding="5" cellspacing="0" colspan="50" style="border-collapse:collapse;border:1px #000 solid" width="dynamic"
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|- BGCOLOR="#97aebd"
 +
! Name
 +
! Min. Skill
 +
! Spawns
 +
! Armor
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! Armor
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! Armor
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! Armor
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! Armor
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! Armor
 +
! *
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! Weapons
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! Weapons
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! Weapons
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! Weapons
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! Weapons
 +
 +
|- BGCOLOR="#e3e6ff"
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! Log
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! 0
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! 50.0%
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!
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!
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!
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!
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!
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!
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!
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! 100% Physical Damage
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!
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!
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!
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!
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|- BGCOLOR="#e3e6ff"
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! Pine
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! 65
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! 15.0%
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! +5 Physical Resist
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!
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! +1 Cold Resist
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!
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!
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! -20 lower requirements
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!
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! 100% Physical Damage
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!
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!
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! +25 Durability
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! -50 lower requirements
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|- BGCOLOR="#e3e6ff"
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! Ash
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! 75
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! 9.0%
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! +2 Physical Resist
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! +5 Fire Resist
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!
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!
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! +2 Energy Resist
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!
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!
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! 75% Physical Damage
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! 25% Fire Damage
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!
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! +25 Durability
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!
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|- BGCOLOR="#e3e6ff"
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! Mohogany
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! 85
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! 8.0%
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! +1 Physical Resist
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!
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! +5 Cold Resist
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! +3 Poison Resist
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! +1 Energy Resist
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! 30 Luck
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!
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! 90% Physical Damage
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! 10% Cold Damage
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!
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!
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! 30 Luck
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|- BGCOLOR="#e3e6ff"
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! Yew
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! 93
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! 7.0%
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! +3 Physical Resist
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!
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! +2 Cold Resist
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! +4 Poison Resist
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! +2 Energy Resist
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! +30 Durability
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!
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! 85% Physical Damage
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! 15% Poison Damage
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!
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! +30 Durability
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!
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|- BGCOLOR="#e3e6ff"
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! Oak
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! 99
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! 5.0%
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! +4 Physical Resist
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! +3 Fire Resist
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! +3 Cold Resist
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!
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! +3 Energy Resist
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! +50 Durability
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!
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! 80% Physical Damage
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! 10% Cold Damage
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! 10% Energy Damage
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!
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! +5% Weapon Damage 
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|- BGCOLOR="#e3e6ff"
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! Bamboo
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! 105
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! 3.0%
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! +3 Physical Resist
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! +1 Fire Resist
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! +2 Cold Resist
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! +5 Poison Resist
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! +3 Energy Resist
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! +60 Durability
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!
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! 75% Physical Damage
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! 25% Poison Damage
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!
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! +60 Durability
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!
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|- BGCOLOR="#e3e6ff"
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! Zircote
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! 110
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! 2.0%
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! +8 Physical Resist
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! +1 Fire Resist
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! +2 Cold Resist
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! +3 Poison Resist
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! +3 Energy Resist
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! +110 Durability
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!
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! 75% Physical Damage
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! 25% Energy Damage
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!
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! +70 Durability
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!
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|- BGCOLOR="#e3e6ff"
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! Ebony
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! 119
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! 1.0%
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! +6 Physical Resist
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! +3 Fire Resist
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! +3 Cold Resist
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! +2 Poison Resist
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! +2 Energy Resist
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! +70 Durability
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!
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! 100% Physical Damage
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!
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!
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! +120 Durability
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! 25% Weapon Damage 
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 +
|}
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 +
 +
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*<code>
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*// NUMBERS BELOW ARE...
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*// 1st Required Skill Needed = Minimum required skill
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*// 2nd Min Skill Needed = Skill at which you have 0 chance to get resource
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*// 3rd Max Skill Needed = Skill at which you have 100% chance to get resource
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*// 4th Success Message CLI No
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*
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*res = new HarvestResource[]
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*{
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* new HarvestResource( 00.0, 00.0, 95.0, "You put some Regular logs in your backpack", typeof( Log ) ),
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* new HarvestResource( 65.0, 10.0, 105.0, "You put some Pine logs in your backpack", typeof( PineLog ) ),
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* new HarvestResource( 75.0, 20.0, 115.0, "You put some Ash logs in your backpack", typeof( AshLog ) ),
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* new HarvestResource( 85.0, 30.0, 125.0, "You put some Mohogany logs in your backpack", typeof( MohoganyLog ) ),
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* new HarvestResource( 93.0, 40.0, 130.0, "You put some Yew logs in your backpack", typeof( YewLog ) ),
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* new HarvestResource( 99.0, 50.0, 139.0, "You put some Oak logs in your backpack", typeof( OakLog ) ),
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*
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* new HarvestResource( 105.0, 60.0, 140.0, "You put some Bamboo logs in your backpack", typeof( BambooLog ) ),
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* new HarvestResource( 110.0, 70.0, 145.0, "You put some Zircote logs in your backpack", typeof( ZircoteLog ) ),
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* new HarvestResource( 119.0, 80.0, 150.0, "You put some Ebony logs in your backpack", typeof( EbonyLog ) ),
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*};
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*
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*
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*// NUMBERS BELOW ARE...
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*// 1ST Vein Chance
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*// 2ND Chance To Fallback = 0.5 means there is a 50% chance on all of them that
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*// each hit on the tree will be a regular ore instead of the special kind.
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*// So to have more special ore out of that ground, lower the .5 down to like .2
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*// (and only 1 in 5 or 2 in 10) will then "fall back" to being a regular ore
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*// 3RD Primary Resource
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*// 4TH Fallback Resource
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*
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*veins = new HarvestVein[]
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*{
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* new HarvestVein( 50.0, 0.0, res[0], null ), // this line should replace the original line
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* new HarvestVein( 15.0, 0.4, res[1], res[0] ), // Pine
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* new HarvestVein( 09.0, 0.4, res[2], res[0] ), // ash
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* new HarvestVein( 08.0, 0.4, res[3], res[0] ), // mohogany
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* new HarvestVein( 07.0, 0.4, res[4], res[0] ), // Yew
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* new HarvestVein( 05.0, 0.4, res[5], res[0] ), // oak
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* new HarvestVein( 03.0, 0.4, res[6], res[0] ), // bamboo
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* new HarvestVein( 02.0, 0.4, res[7], res[0] ), // zircote
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* new HarvestVein( 01.0, 0.4, res[8], res[0] ),  // ebony
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*};
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*</code>
 +
 +
 +
 
== Navigation ==
 
== Navigation ==
 
* [http://wiki.uoroleplay.com/index.php?title=Harvesting_%26_Resources Harvesting & Resources]
 
* [http://wiki.uoroleplay.com/index.php?title=Harvesting_%26_Resources Harvesting & Resources]
 
* [http://wiki.uoroleplay.com/index.php?title=:Main_Page Home]
 
* [http://wiki.uoroleplay.com/index.php?title=:Main_Page Home]

Latest revision as of 15:05, 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
  • };


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