Fixes casting checks

This commit is contained in:
Kamron Batman 2018-08-19 01:38:55 +08:00
parent 7ea00fbf4f
commit 03dd5f1926
431 changed files with 5616 additions and 6250 deletions

View file

@ -75,7 +75,7 @@ namespace Server.Items
//DropItem( new Bolt( 10 ) );
// Gems
if( Utility.RandomBool() == true )
if ( Utility.RandomBool() == true )
{
Item GemLoot = Loot.RandomGem();
GemLoot.Amount = Utility.Random( 1, 3 );
@ -83,19 +83,19 @@ namespace Server.Items
}
// Weapon
if( Utility.RandomBool() == true )
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomWeapon() );
// Armour
if( Utility.RandomBool() == true )
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomArmorOrShield() );
// Clothing
if( Utility.RandomBool() == true )
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomClothing() );
// Jewelry
if( Utility.RandomBool() == true )
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomJewelry() );
}

View file

@ -117,7 +117,7 @@ namespace Server.Items
{
Item item = Loot.RandomArmorOrShieldOrWeapon();
if( item is BaseWeapon )
if ( item is BaseWeapon )
{
BaseWeapon weapon = ( BaseWeapon )item;
weapon.DamageLevel = ( WeaponDamageLevel )Utility.Random( m_Level );
@ -125,7 +125,7 @@ namespace Server.Items
weapon.DurabilityLevel = ( WeaponDurabilityLevel )Utility.Random( m_Level );
weapon.Quality = WeaponQuality.Regular;
}
else if( item is BaseArmor )
else if ( item is BaseArmor )
{
BaseArmor armor = ( BaseArmor )item;
armor.ProtectionLevel = ( ArmorProtectionLevel )Utility.Random( m_Level );

View file

@ -124,7 +124,7 @@ namespace Server.Items
{
Item item = Loot.RandomArmorOrShieldOrWeapon();
if( item is BaseWeapon )
if ( item is BaseWeapon )
{
BaseWeapon weapon = ( BaseWeapon )item;
weapon.DamageLevel = ( WeaponDamageLevel )Utility.Random( m_Level );
@ -132,7 +132,7 @@ namespace Server.Items
weapon.DurabilityLevel = ( WeaponDurabilityLevel )Utility.Random( m_Level );
weapon.Quality = WeaponQuality.Regular;
}
else if( item is BaseArmor )
else if ( item is BaseArmor )
{
BaseArmor armor = ( BaseArmor )item;
armor.ProtectionLevel = ( ArmorProtectionLevel )Utility.Random( m_Level );