Overwrite

Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
Unstable Kitsune
2023-11-28 23:20:26 -05:00
parent 3cd54811de
commit b918192e4e
11608 changed files with 2644205 additions and 47 deletions

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// Scripted by SPanky
using System;
using Server;
namespace Server.Items
{
public class armsofthelight : PlateArms
{
public override int ArtifactRarity{ get{ return 50; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public armsofthelight()
{
Weight = 10.0;
Name = "Arms of the Light";
Hue = 1153;
//Attributes.AttackChance = nn;
//Attributes.BonusDex = nn;
//Attributes.BonusHits = nn;
//Attributes.BonusInt = nn;
//Attributes.BonusMana = nn;
//Attributes.BonusStam = nn;
//Attributes.BonusStr = nn;
Attributes.CastRecovery = 14;
Attributes.CastSpeed = 24;
Attributes.DefendChance = 12;
//Attributes.EnhancePotions = nn;
//Attributes.LowerManaCost = nn;
//Attributes.LowerRegCost = nn;
//Attributes.Luck = nn;
//Attributes.Nightsight = 1;
Attributes.ReflectPhysical = 20;
//Attributes.RegenHits = nn;
//Attributes.RegenMana = nn;
//Attributes.RegenStam = nn;
Attributes.SpellChanneling = 1;
//Attributes.SpellDamage = nn;
//Attributes.WeaponDamage = nn;
//Attributes.WeaponSpeed = nn;
//ArmorAttributes.DurabilityBonus = nn;
//ArmorAttributes.LowerStatReq = nn;
ArmorAttributes.MageArmor = 1;
//ArmorAttributes.SelfRepair = nn;
//ColdBonus = nn;
//DexBonus = nn;
//DexRequirement = nn;
//EnergyBonus = nn;
//FireBonus = nn;
//IntBonus = nn;
IntRequirement = 40;
//PhysicalBonus = nn;
//PoisonBonus = nn;
//StrBonus = nn;
StrRequirement = 60;
LootType = LootType.Blessed;
}
public armsofthelight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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// Scripted by SPanky. Ask me before you edit my scripts please.
using System;
using Server;
namespace Server.Items
{
public class chestplateofthelight : PlateChest
{
public override int ArtifactRarity{ get{ return 57; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public chestplateofthelight()
{
Weight = 8.0;
Name = "Chest Plate of the Light";
Hue = 1153;
//Attributes.AttackChance = nn;
//Attributes.BonusDex = nn;
//Attributes.BonusHits = nn;
//Attributes.BonusInt = nn;
//Attributes.BonusMana = nn;
//Attributes.BonusStam = nn;
//Attributes.BonusStr = nn;
Attributes.CastRecovery = 23;
Attributes.CastSpeed = 16;
Attributes.DefendChance = 36;
//Attributes.EnhancePotions = nn;
//Attributes.LowerManaCost = nn;
//Attributes.LowerRegCost = nn;
//Attributes.Luck = nn;
//Attributes.Nightsight = 1;
Attributes.ReflectPhysical = 14;
//Attributes.RegenHits = nn;
//Attributes.RegenMana = nn;
//Attributes.RegenStam = nn;
Attributes.SpellChanneling = 1;
//Attributes.SpellDamage = nn;
//Attributes.WeaponDamage = nn;
//Attributes.WeaponSpeed = nn;
//ArmorAttributes.DurabilityBonus = nn;
//ArmorAttributes.LowerStatReq = nn;
ArmorAttributes.MageArmor = 1;
ArmorAttributes.SelfRepair = 15;
//ColdBonus = nn;
//DexBonus = nn;
//DexRequirement = nn;
//EnergyBonus = nn;
//FireBonus = nn;
//IntBonus = nn;
IntRequirement = 28;
//PhysicalBonus = nn;
//PoisonBonus = nn;
//StrBonus = nn;
StrRequirement = 40;
LootType = LootType.Blessed;
}
public chestplateofthelight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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// Scripted by SPanky. Ask me before you edit my scripts. Thanks.
using System;
using Server;
namespace Server.Items
{
public class glovesofthelight : PlateGloves
{
public override int ArtifactRarity{ get{ return 48; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public glovesofthelight()
{
Weight = 6.0;
Name = "Gauntlets of the Light";
Hue = 1153;
//Attributes.AttackChance = nn;
//Attributes.BonusDex = nn;
//Attributes.BonusHits = nn;
//Attributes.BonusInt = nn;
//Attributes.BonusMana = nn;
//Attributes.BonusStam = nn;
//Attributes.BonusStr = nn;
Attributes.CastRecovery = 12;
Attributes.CastSpeed = 18;
Attributes.DefendChance = 24;
//Attributes.EnhancePotions = nn;
//Attributes.LowerManaCost = nn;
//Attributes.LowerRegCost = nn;
//Attributes.Luck = nn;
//Attributes.Nightsight = 1;
Attributes.ReflectPhysical = 16;
//Attributes.RegenHits = nn;
//Attributes.RegenMana = nn;
//Attributes.RegenStam = nn;
Attributes.SpellChanneling = 1;
//Attributes.SpellDamage = nn;
//Attributes.WeaponDamage = nn;
//Attributes.WeaponSpeed = nn;
//ArmorAttributes.DurabilityBonus = nn;
//ArmorAttributes.LowerStatReq = nn;
ArmorAttributes.MageArmor = 1;
ArmorAttributes.SelfRepair = 14;
//ColdBonus = nn;
//DexBonus = nn;
//DexRequirement = nn;
//EnergyBonus = nn;
//FireBonus = nn;
//IntBonus = nn;
IntRequirement = 36;
//PhysicalBonus = nn;
//PoisonBonus = nn;
//StrBonus = nn;
StrRequirement = 40;
LootType = LootType.Blessed;
}
public glovesofthelight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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// Scripted by SPanky
using System;
using Server;
namespace Server.Items
{
public class helmofthelight : PlateHelm
{
public override int ArtifactRarity{ get{ return 60; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public helmofthelight()
{
Weight = 4.0;
Name = "Helm of the Light";
Hue = 1153;
//Attributes.AttackChance = nn;
//Attributes.BonusDex = nn;
//Attributes.BonusHits = nn;
//Attributes.BonusInt = nn;
//Attributes.BonusMana = nn;
//Attributes.BonusStam = nn;
//Attributes.BonusStr = nn;
Attributes.CastRecovery = 20;
Attributes.CastSpeed = 16;
Attributes.DefendChance = 18;
//Attributes.EnhancePotions = nn;
//Attributes.LowerManaCost = nn;
//Attributes.LowerRegCost = nn;
//Attributes.Luck = nn;
//Attributes.Nightsight = 1;
Attributes.ReflectPhysical = 10;
//Attributes.RegenHits = nn;
//Attributes.RegenMana = nn;
//Attributes.RegenStam = nn;
Attributes.SpellChanneling = 1;
//Attributes.SpellDamage = nn;
//Attributes.WeaponDamage = nn;
//Attributes.WeaponSpeed = nn;
//ArmorAttributes.DurabilityBonus = nn;
//ArmorAttributes.LowerStatReq = nn;
ArmorAttributes.MageArmor = 1;
ArmorAttributes.SelfRepair = 14;
//ColdBonus = nn;
//DexBonus = nn;
//DexRequirement = nn;
//EnergyBonus = nn;
//FireBonus = nn;
//IntBonus = nn;
IntRequirement = 60;
//PhysicalBonus = nn;
//PoisonBonus = nn;
//StrBonus = nn;
StrRequirement = 40;
LootType = LootType.Blessed;
}
public helmofthelight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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using System;
using Server;
namespace Server.Items
{
public class legsofthelight : PlateLegs
{
public override int ArtifactRarity{ get{ return 46; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public legsofthelight()
{
Weight = 4.0;
Name = "Legs of the Light";
Hue = 1153;
//Attributes.AttackChance = nn;
//Attributes.BonusDex = nn;
//Attributes.BonusHits = nn;
//Attributes.BonusInt = nn;
//Attributes.BonusMana = nn;
//Attributes.BonusStam = nn;
//Attributes.BonusStr = nn;
Attributes.CastRecovery = 14;
Attributes.CastSpeed = 20;
Attributes.DefendChance = 24;
//Attributes.EnhancePotions = nn;
//Attributes.LowerManaCost = nn;
//Attributes.LowerRegCost = nn;
//Attributes.Luck = nn;
//Attributes.Nightsight = 1;
Attributes.ReflectPhysical = 16;
//Attributes.RegenHits = nn;
//Attributes.RegenMana = nn;
//Attributes.RegenStam = nn;
Attributes.SpellChanneling = 1;
//Attributes.SpellDamage = nn;
//Attributes.WeaponDamage = nn;
//Attributes.WeaponSpeed = nn;
//ArmorAttributes.DurabilityBonus = nn;
//ArmorAttributes.LowerStatReq = nn;
ArmorAttributes.MageArmor = 1;
ArmorAttributes.SelfRepair = 16;
//ColdBonus = nn;
//DexBonus = nn;
//DexRequirement = nn;
//EnergyBonus = nn;
//FireBonus = nn;
//IntBonus = nn;
IntRequirement = 45;
//PhysicalBonus = nn;
//PoisonBonus = nn;
//StrBonus = nn;
StrRequirement = 60;
LootType = LootType.Blessed;
}
public legsofthelight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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// Scripted by SPanky
using System;
using Server;
namespace Server.Items
{
public class shieldofthelight : MetalKiteShield
{
public override int ArtifactRarity{ get{ return 60; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public shieldofthelight()
{
Weight = 6.0;
Name = "Shield of the Light";
Hue = 1153;
//Attributes.AttackChance = nn;
//Attributes.BonusDex = nn;
//Attributes.BonusHits = nn;
//Attributes.BonusInt = nn;
//Attributes.BonusMana = nn;
//Attributes.BonusStam = nn;
//Attributes.BonusStr = nn;
Attributes.CastRecovery = 20;
Attributes.CastSpeed = 14;
Attributes.DefendChance = 18;
//Attributes.EnhancePotions = nn;
//Attributes.LowerManaCost = nn;
//Attributes.LowerRegCost = nn;
//Attributes.Luck = nn;
//Attributes.Nightsight = 1;
//Attributes.ReflectPhysical = nn;
//Attributes.RegenHits = nn;
//Attributes.RegenMana = nn;
//Attributes.RegenStam = nn;
Attributes.SpellChanneling = 1;
//Attributes.SpellDamage = nn;
//Attributes.WeaponDamage = nn;
//Attributes.WeaponSpeed = nn;
//ArmorAttributes.DurabilityBonus = nn;
//ArmorAttributes.LowerStatReq = nn;
ArmorAttributes.MageArmor = 1;
ArmorAttributes.SelfRepair = 12;
//ColdBonus = nn;
//DexBonus = nn;
DexRequirement = 40;
//EnergyBonus = nn;
//FireBonus = nn;
//IntBonus = nn;
IntRequirement = 60;
//PhysicalBonus = nn;
//PoisonBonus = nn;
//StrBonus = nn;
StrRequirement = 60;
LootType = LootType.Blessed;
}
public shieldofthelight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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// Scripted by SPanky
using System;
using Server;
namespace Server.Items
{
public class swordofthelight : Katana
{
public override int ArtifactRarity{ get{ return 60; } }
//public override int EffectID{ get{ return nn; } } // 0x1BFE (bolt) or 0xF42 (arrow)
//public override Type AmmoType{ get{ return typeof( nn ); } } // Bolt or Arrow
//public override Item Ammo{ get{ return new nn(); } } // Bolt or Arrow
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ShadowStrike; } } //Only select one primary
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.CrushingBlow; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.WhirlwindAttack; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ConcussionBlow; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.InfectiousStrike; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.BleedAttack; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.MovingShot; } }
public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.DoubleStrike; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.Dismount; } }
//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.Disarm; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ShadowStrike; } } //Only select one Secondary
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.CrushingBlow; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.WhirlwindAttack; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ConcussionBlow; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.InfectiousStrike; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.BleedAttack; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MovingShot; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.DoubleStrike; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.Dismount; } }
//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.Disarm; } }
public override int InitMinHits{ get{ return 255; } } // Set the minium amount of hit points for the weapon.
public override int InitMaxHits{ get{ return 255; } } // Set the Maxium amount of hit points for the weapon.
[Constructable]
public swordofthelight()
{
Weight = 3.0;
Name = "Sword of the Light";
Hue = 1153;
//WeaponAttributes.DurabilityBonus = nn; // Pick and choose the attributes for your weapon (remember to remove the // before the ones you entend to use)
//WeaponAttributes.HitColdArea = nn;
//WeaponAttributes.HitDispel = nn;
//WeaponAttributes.HitEnergyArea = nn;
//WeaponAttributes.HitFireArea = nn;
//WeaponAttributes.HitFireBall = nn;
//WeaponAttributes.HitHarm = nn;
//WeaponAttributes.HitLeechHits = nn;
//WeaponAttributes.HitLeechMana = nn;
//WeaponAttributes.HitLeechStam = nn;
//WeaponAttributes.HitLightning = nn;
//WeaponAttributes.HitLowerAttack = nn;
//WeaponAttributes.HitLowerDefence = nn;
//WeaponAttributes.HitMagicArrow = nn;
//WeaponAttributes.HitPhysicalArea = nn;
//WeaponAttributes.HitPoisonArea = nn;
//WeaponAttributes.LowerStatReq = nn;
WeaponAttributes.MageWeapon = 1;
//WeaponAttributes.ResistColdBonus = nn;
//WeaponAttributes.ResistEnergyBonus = nn;
//WeaponAttributes.ResistPhysicalBonus = nn;
//WeaponAttributes.ResistPoisonBonus = nn;
WeaponAttributes.SelfRepair = 20;
//WeaponAttributes.UseBestSkill = 1;
Attributes.AttackChance = 30;
//Attributes.BonusDex = nn;
//Attributes.BonusHits = nn;
//Attributes.BonusInt = nn;
//Attributes.BonusMana = nn;
//Attributes.BonusStam = nn;
//Attributes.BonusStr = nn;
Attributes.CastRecovery = 16;
Attributes.CastSpeed = 12;
//Attributes.DefendChance = nn;
//Attributes.EnhancePotions = nn;
//Attributes.LowerManaCost = nn;
//Attributes.LowerRegCost = nn;
//Attributes.Luck = nn;
//Attributes.Nightsight = 1;
//Attributes.ReflectPhysical = nn;
//Attributes.RegenHits = nn;
//Attributes.RegenMana = nn;
//Attributes.RegenStam = nn;
Attributes.SpellChanneling = 1;
//Attributes.SpellDamage = nn;
//Attributes.WeaponDamage = nn;
//Attributes.WeaponSpeed = nn;
//Consecrated = true;
//Cursed = true;
DexRequirement = 50;
IntRequirement = 45;
//Slayer = SlayerName.nn;
StrRequirement = 60;
LootType = LootType.Blessed;
}
public swordofthelight( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}