Wood

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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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