[EXAMPLE] Random MAGICAL Viking Sword
[code:1]
using System;
using Server.Network;
using Server.Items;
namespace Server.Scripts.Items.Weapons.Swords
{
public class RandomMagicVikingSword : BaseSword
{
[Constructable]
public RandomMagicVikingSword() : base( 6, 34, 30, 0x237, 0x23A, 1, SkillName.Swords, WeaponType.Slashing, WeaponAnimation.Slash1H, 0x13B9, Layer.OneHanded )
{
Weight = 6.0;
this.DamageLevel = (WeaponDamageLevel)Utility.Random( 0, 5 );
this.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 0, 5 );
}
public RandomMagicVikingSword( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
[/code:1]
This will be good for loot
from.AddToBackpack( new RandomMagicVikingSword() );
This will yield any combo of viking sword possible, even the chance of a regular viking... its quite nice!
[code:1]
using System;
using Server.Network;
using Server.Items;
namespace Server.Scripts.Items.Weapons.Swords
{
public class RandomMagicVikingSword : BaseSword
{
[Constructable]
public RandomMagicVikingSword() : base( 6, 34, 30, 0x237, 0x23A, 1, SkillName.Swords, WeaponType.Slashing, WeaponAnimation.Slash1H, 0x13B9, Layer.OneHanded )
{
Weight = 6.0;
this.DamageLevel = (WeaponDamageLevel)Utility.Random( 0, 5 );
this.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 0, 5 );
}
public RandomMagicVikingSword( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
[/code:1]
This will be good for loot
from.AddToBackpack( new RandomMagicVikingSword() );
This will yield any combo of viking sword possible, even the chance of a regular viking... its quite nice!