#region Items Resource/Exceptional Mutate
if (item is BaseStaff || item is BaseRanged || item is Club) // Check to see if item is made of wood - Staffs, Bows, and Club.
{
BaseWeapon woodweapon = (BaseWeapon)item; // Taking the created item, setting it as woodweapon itemtype to add modifiers.
int ww_chancewheel = Utility.Random(1000); // Random number for chance of woods to be mutated
if (ww_chancewheel < 10) //If the ww_chance number is generated as less then 12, continue with code in brackets.
{
woodweapon.Resource = CraftResource.Frostwood; // Taking created item that was type woodweapon and setting the resource to Woodtype
}
else if (ww_chancewheel < 30)
{
woodweapon.Resource = CraftResource.Bloodwood;
}
else if (ww_chancewheel < 70)
{
woodweapon.Resource = CraftResource.Heartwood;
}
else if (ww_chancewheel < 80)
{
woodweapon.Resource = CraftResource.YewWood;
}
else if (ww_chancewheel < 100)
{
woodweapon.Resource = CraftResource.AshWood;
}
else if (ww_chancewheel < 140)
{
woodweapon.Resource = CraftResource.OakWood;
}
else // If the random number does not meet any of the above, it does this.
{
woodweapon.Resource = CraftResource.RegularWood;
}
}
else if (item is BaseWeapon)
{
BaseWeapon metalweapon = (BaseWeapon)item;
int mw_chancewheel = Utility.Random(6000);
//if ( mw_chancewheel < 10 )
//{metalweapon.Resource = CraftResource.Moonstone;
//}else if ( mw_chancewheel < 30 )
//{metalweapon.Resource = CraftResource.Jade;
//}else if ( mw_chancewheel < 70 )
//{metalweapon.Resource = CraftResource.Obsidian;
//}else if ( mw_chancewheel < 120 )
//{metalweapon.Resource = CraftResource.Mythril;
//}else if ( mw_chancewheel < 180 )
//{metalweapon.Resource = CraftResource.Platinum;
//}else if ( mw_chancewheel < 250 )
//{metalweapon.Resource = CraftResource.Silver;
//}else if ( mw_chancewheel < 330 )
if (mw_chancewheel < 100) // deleat this line (330 for valorite)
{
metalweapon.Resource = CraftResource.Valorite;
}
else if (mw_chancewheel < 200)
{
metalweapon.Resource = CraftResource.Verite;
}
else if (mw_chancewheel < 300)
{
metalweapon.Resource = CraftResource.Agapite;
}
else if (mw_chancewheel < 400)
{
metalweapon.Resource = CraftResource.Gold;
}
else if (mw_chancewheel < 500)
{
metalweapon.Resource = CraftResource.Bronze;
}
else if (mw_chancewheel < 600)
{
metalweapon.Resource = CraftResource.Copper;
}
else if (mw_chancewheel < 700)
{
metalweapon.Resource = CraftResource.ShadowIron;
}
else if (mw_chancewheel < 800)
{
metalweapon.Resource = CraftResource.DullCopper;
}
else
{
metalweapon.Resource = CraftResource.None;
}
}
if (item is BaseJewel)
{
BaseJewel jeweltype = (BaseJewel)item;
if (jeweltype.Resource == CraftResource.Iron)
{
int mb_chancewheel = Utility.Random(5000);
if (mb_chancewheel < 100) // deleat this line (330 for valorite)
{
jeweltype.Resource = CraftResource.Valorite;
}
else if (mb_chancewheel < 200)
{
jeweltype.Resource = CraftResource.Verite;
}
else if (mb_chancewheel < 300)
{
jeweltype.Resource = CraftResource.Agapite;
}
else if (mb_chancewheel < 400)
{
jeweltype.Resource = CraftResource.Gold;
}
else if (mb_chancewheel < 500)
{
jeweltype.Resource = CraftResource.Bronze;
}
else if (mb_chancewheel < 600)
{
jeweltype.Resource = CraftResource.Copper;
}
else if (mb_chancewheel < 700)
{
jeweltype.Resource = CraftResource.ShadowIron;
}
else if (mb_chancewheel < 800)
{
jeweltype.Resource = CraftResource.DullCopper;
}
else
{
jeweltype.Resource = CraftResource.None;
}
}
}
if (item is BaseArmor)
{
BaseArmor armortype = (BaseArmor)item;
if (armortype.Resource == CraftResource.Iron)
{
int ma_chancewheel = Utility.Random(5000);
//if ( ma_chancewheel < 10 )
//{armortype.Resource = CraftResource.Moonstone;
//}else if ( ma_chancewheel < 30 )
//{armortype.Resource = CraftResource.Jade;
//}else if ( ma_chancewheel < 70 )
//{armortype.Resource = CraftResource.Obsidian;
//}else if ( ma_chancewheel < 120 )
//{armortype.Resource = CraftResource.Mythril;
//}else if ( ma_chancewheel < 180 )
//{armortype.Resource = CraftResource.Platinum;
//}else if ( ma_chancewheel < 250 )
//{armortype.Resource = CraftResource.Silver;
//}else if ( ma_chancewheel < 330 )
if (ma_chancewheel < 100) // deleat this line (330 for valorite)
{
armortype.Resource = CraftResource.Valorite;
}
else if (ma_chancewheel < 200)
{
armortype.Resource = CraftResource.Verite;
}
else if (ma_chancewheel < 300)
{
armortype.Resource = CraftResource.Agapite;
}
else if (ma_chancewheel < 400)
{
armortype.Resource = CraftResource.Gold;
}
else if (ma_chancewheel < 500)
{
armortype.Resource = CraftResource.Bronze;
}
else if (ma_chancewheel < 600)
{
armortype.Resource = CraftResource.Copper;
}
else if (ma_chancewheel < 700)
{
armortype.Resource = CraftResource.ShadowIron;
}
else if (ma_chancewheel < 800)
{
armortype.Resource = CraftResource.DullCopper;
}
else
{
armortype.Resource = CraftResource.None;
}
}
if (armortype.Resource == CraftResource.RegularLeather)
{
int la_chancewheel = Utility.Random(1000);
if (la_chancewheel < 10)
{
armortype.Resource = CraftResource.BarbedLeather;
}
else if (la_chancewheel < 30)
{
armortype.Resource = CraftResource.HornedLeather;
}
else if (la_chancewheel < 70)
{
armortype.Resource = CraftResource.SpinedLeather;
}
else
{
armortype.Resource = CraftResource.RegularLeather;
}
}
if (armortype.Resource == CraftResource.RegularWood)
{
int wa_chancewheel = Utility.Random(1000); //Cherry,Cedar,Pine,Heartwood,Yew,Ash,Log
if (wa_chancewheel < 10)
{
armortype.Resource = CraftResource.Frostwood;
}
else if (wa_chancewheel < 30)
{
armortype.Resource = CraftResource.Bloodwood;
}
else if (wa_chancewheel < 70)
{
armortype.Resource = CraftResource.Heartwood;
}
else if (wa_chancewheel < 80)
{
armortype.Resource = CraftResource.YewWood;
}
else if (wa_chancewheel < 100)
{
armortype.Resource = CraftResource.AshWood;
}
else if (wa_chancewheel < 140)
{
armortype.Resource = CraftResource.OakWood;
}
else
{
armortype.Resource = CraftResource.RegularWood;
}
}
}
#endregion