forked from github/server
removed I_SWORD and I_RUSTY_SWORD from the source.
This commit is contained in:
parent
883840c460
commit
b65917bb97
8 changed files with 109 additions and 76 deletions
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@ -38,6 +38,7 @@
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/* kernel includes */
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/* kernel includes */
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#include <kernel/build.h>
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#include <kernel/build.h>
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#include <kernel/equipment.h>
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#include <kernel/faction.h>
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#include <kernel/faction.h>
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#include <kernel/give.h>
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#include <kernel/give.h>
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#include <kernel/item.h>
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#include <kernel/item.h>
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@ -793,42 +794,32 @@ recruit_dracoids(unit * dragon, int size)
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{
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{
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faction * f = dragon->faction;
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faction * f = dragon->faction;
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region * r = dragon->region;
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region * r = dragon->region;
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const struct item_type * weapon = NULL;
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const struct item * weapon = NULL;
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order * new_order;
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order * new_order = NULL;
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unit *un = createunit(r, f, size, new_race[RC_DRACOID]);
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unit *un = createunit(r, f, size, new_race[RC_DRACOID]);
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fset(un, UFL_ISNEW|UFL_MOVED);
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fset(un, UFL_ISNEW|UFL_MOVED);
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name_unit(un);
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name_unit(un);
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change_money(dragon, -un->number * 50);
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change_money(dragon, -un->number * 50);
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equip_unit(un, get_equipment("recruited_dracoid"));
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set_level(un, SK_SPEAR, (3 + rand() % 4));
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un->status = ST_FIGHT;
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set_level(un, SK_MELEE, (3 + rand() % 4));
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for (weapon=un->items;weapon;weapon=weapon->next) {
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set_level(un, SK_LONGBOW, (2 + rand() % 3));
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const weapon_type * wtype = weapon->type->rtype->wtype;
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if (wtype && (wtype->flags & WTF_MISSILE)) un->status = ST_BEHIND;
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switch (rand() % 3) {
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sprintf(buf, "%s \"%s\"", keywords[K_STUDY],
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case 0:
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skillname(weapon->type->rtype->wtype->skill, f->locale));
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weapon = olditemtype[I_LONGBOW];
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new_order = parse_order(buf, default_locale);
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break;
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case 1:
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weapon = olditemtype[I_SWORD];
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break;
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default:
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weapon = olditemtype[I_SPEAR];
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break;
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}
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}
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i_change(&un->items, weapon, un->number);
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if (weapon->rtype->wtype->flags & WTF_MISSILE) un->status = ST_BEHIND;
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else un->status = ST_FIGHT;
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sprintf(buf, "%s \"%s\"", keywords[K_STUDY],
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if (new_order!=NULL) {
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skillname(weapon->rtype->wtype->skill, f->locale));
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new_order = parse_order(buf, default_locale);
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#ifdef LASTORDER
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#ifdef LASTORDER
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set_order(&un->lastorder, new_order);
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set_order(&un->lastorder, new_order);
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#else
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#else
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addlist(&un->orders, new_order);
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addlist(&un->orders, new_order);
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#endif
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#endif
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}
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}
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}
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static order *
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static order *
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@ -1435,13 +1435,7 @@ randomevents(void)
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u = createunit(r, findfaction(MONSTER_FACTION), undead, rc);
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u = createunit(r, findfaction(MONSTER_FACTION), undead, rc);
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fset(u, UFL_ISNEW|UFL_MOVED);
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fset(u, UFL_ISNEW|UFL_MOVED);
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if ((rc == new_race[RC_SKELETON] || rc == new_race[RC_ZOMBIE]) && rand()%10 < 4) {
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if ((rc == new_race[RC_SKELETON] || rc == new_race[RC_ZOMBIE]) && rand()%10 < 4) {
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set_item(u, I_RUSTY_SWORD, undead);
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equip_unit(u, get_equipment("rising_undead"));
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if (rand()%10 < 3) {
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set_item(u, I_RUSTY_SHIELD, undead);
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}
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if (rand()%10 < 2) {
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set_item(u, I_RUSTY_CHAIN_MAIL, undead);
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}
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}
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}
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for (i=0;i < MAXSKILLS;i++) {
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for (i=0;i < MAXSKILLS;i++) {
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@ -3066,6 +3066,7 @@ make_summary(void)
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f = u->faction;
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f = u->faction;
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if (u->faction->no != MONSTER_FACTION) {
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if (u->faction->no != MONSTER_FACTION) {
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skill * sv;
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skill * sv;
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item * itm;
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s->nunits++;
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s->nunits++;
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s->playerpop += u->number;
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s->playerpop += u->number;
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@ -3075,16 +3076,14 @@ make_summary(void)
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s->spielerpferde += get_item(u, I_HORSE);
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s->spielerpferde += get_item(u, I_HORSE);
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s->playermoney += get_money(u);
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s->playermoney += get_money(u);
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s->armed_men += armedmen(u);
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s->armed_men += armedmen(u);
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s->waffen += get_item(u, I_SWORD);
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for (itm=u->items;itm;itm=itm->next) {
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s->waffen += get_item(u, I_SPEAR);
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if (itm->type->rtype->wtype) {
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s->waffen += get_item(u, I_CATAPULT);
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s->waffen += itm->number;
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s->waffen += get_item(u, I_CROSSBOW);
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}
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s->waffen += get_item(u, I_LONGBOW);
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if (itm->type->rtype->atype) {
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s->waffen += get_item(u, I_RUNESWORD);
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s->ruestungen += itm->number;
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}
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s->ruestungen += get_item(u, I_CHAIN_MAIL);
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}
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s->ruestungen += get_item(u, I_PLATE_ARMOR);
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s->artefakte += get_item(u, I_AMULET_OF_TRUE_SEEING);
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s->artefakte += get_item(u, I_AMULET_OF_TRUE_SEEING);
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s->artefakte += get_item(u, I_RING_OF_INVISIBILITY);
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s->artefakte += get_item(u, I_RING_OF_INVISIBILITY);
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s->artefakte += get_item(u, I_SPHERE_OF_INVISIBILITY);
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s->artefakte += get_item(u, I_SPHERE_OF_INVISIBILITY);
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@ -60,11 +60,8 @@ enum {
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WP_CROSSBOW,
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WP_CROSSBOW,
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WP_SPEAR,
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WP_SPEAR,
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WP_GREATSWORD,
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WP_GREATSWORD,
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WP_SWORD,
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WP_LANCE,
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WP_LANCE,
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WP_RUSTY_SWORD,
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WP_RUSTY_GREATSWORD,
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WP_RUSTY_GREATSWORD,
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WP_RUSTY_AXE,
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WP_RUSTY_HALBERD,
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WP_RUSTY_HALBERD,
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WP_NONE,
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WP_NONE,
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WP_MAX
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WP_MAX
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@ -125,12 +122,8 @@ static weapondata weapontable[WP_MAX + 1] =
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{0.00, "1d10+0", "1d12+2", I_SPEAR, SK_SPEAR, 0, 0, false, false, { RL_NONE, 0}, PIERCE },
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{0.00, "1d10+0", "1d12+2", I_SPEAR, SK_SPEAR, 0, 0, false, false, { RL_NONE, 0}, PIERCE },
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/* Zweihänder */
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/* Zweihänder */
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{0.00, "2d8+3", "2d8+3", I_GREATSWORD, SK_MELEE, -1, -2, false, false, { RL_NONE, 0}, CUT },
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{0.00, "2d8+3", "2d8+3", I_GREATSWORD, SK_MELEE, -1, -2, false, false, { RL_NONE, 0}, CUT },
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/* Schwert */
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{0.00, "1d9+2", "1d9+2", I_SWORD, SK_MELEE, 0, 0, false, false, { RL_NONE, 0}, CUT },
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/* Lanze */
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/* Lanze */
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{0.00, "1d5", "2d6+5", I_LANCE, SK_SPEAR, 0, -2, false, false, { RL_NONE, 0}, PIERCE },
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{0.00, "1d5", "2d6+5", I_LANCE, SK_SPEAR, 0, -2, false, false, { RL_NONE, 0}, PIERCE },
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/* Rostiges Schwert */
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{0.00, "1d9", "1d9", I_RUSTY_SWORD, SK_MELEE, -1, -1, false, false, { RL_NONE, 0}, CUT },
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/* Rostiger Zweihänder */
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/* Rostiger Zweihänder */
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{0.00, "2d8", "2d8", I_RUSTY_GREATSWORD, SK_MELEE, -2, -3, false, false, { RL_NONE, 0}, CUT },
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{0.00, "2d8", "2d8", I_RUSTY_GREATSWORD, SK_MELEE, -2, -3, false, false, { RL_NONE, 0}, CUT },
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/* Rostige Hellebarde */
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/* Rostige Hellebarde */
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@ -893,10 +893,6 @@ static t_item itemdata[MAXITEMS] = {
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{"Katapult", "Katapulte", "Katapult", "Katapulte"},
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{"Katapult", "Katapulte", "Katapult", "Katapulte"},
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IS_PRODUCT, SK_CARTMAKER, 5, {0, 10, 0, 0, 0, 0}, 10000, 0, FL_ITEM_NOTINBAG, NULL
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IS_PRODUCT, SK_CARTMAKER, 5, {0, 10, 0, 0, 0, 0}, 10000, 0, FL_ITEM_NOTINBAG, NULL
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},
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},
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{ /* I_SWORD */
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{"Schwert", "Schwerter", "Schwert", "Schwerter"},
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IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
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},
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{ /* I_SPEAR */
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{ /* I_SPEAR */
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{"Speer", "Speere", "Speer", "Speere"},
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{"Speer", "Speere", "Speer", "Speere"},
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IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
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IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
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@ -1094,10 +1090,6 @@ static t_item itemdata[MAXITEMS] = {
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{"Zauberbeutel", "Zauberbeutel", "Zauberbeutel", "Zauberbeutel"},
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{"Zauberbeutel", "Zauberbeutel", "Zauberbeutel", "Zauberbeutel"},
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IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, FL_ITEM_NOTINBAG|FL_ITEM_NOTLOST, NULL
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IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 0, FL_ITEM_NOTINBAG|FL_ITEM_NOTLOST, NULL
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},
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},
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{ /* I_RUSTY_SWORD */
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{"Schartiges Schwert", "Schartige Schwerter", "Schartiges Schwert", "Schartige Schwerter"},
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IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
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},
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{ /* I_RUSTY_SHIELD 42 */
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{ /* I_RUSTY_SHIELD 42 */
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{"Rostiger Schild", "Rostige Schilde", "Rostiger Schild", "Rostige Schilde"},
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{"Rostiger Schild", "Rostige Schilde", "Rostiger Schild", "Rostige Schilde"},
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IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
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IS_PRODUCT, SK_ARMORER, 2, {1, 0, 0, 0, 0, 0}, 100, 0, 0, NULL
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@ -2094,7 +2086,14 @@ init_resources(void)
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static boolean initialized = false;
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static boolean initialized = false;
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if (initialized) return;
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if (initialized) return;
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initialized = true;
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initialized = true;
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/* silver was never an item: */
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/* alte typen registrieren: */
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init_olditems();
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init_oldherbs();
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init_oldpotions();
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init_oldscores();
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/* silver was never an item: */
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r_silver = new_resourcetype(&names[0], NULL, RTF_ITEM|RTF_POOLED);
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r_silver = new_resourcetype(&names[0], NULL, RTF_ITEM|RTF_POOLED);
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i_silver = new_itemtype(r_silver, ITF_NONE, 1/*weight*/, 0);
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i_silver = new_itemtype(r_silver, ITF_NONE, 1/*weight*/, 0);
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r_silver->uchange = res_changeitem;
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r_silver->uchange = res_changeitem;
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@ -2114,6 +2113,7 @@ init_resources(void)
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r_unit = new_resourcetype(&names[12], NULL, RTF_NONE);
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r_unit = new_resourcetype(&names[12], NULL, RTF_NONE);
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r_unit->uchange = res_changeperson;
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r_unit->uchange = res_changeperson;
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oldresourcetype[R_SWORD] = rt_find("sword");
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oldresourcetype[R_SILVER] = r_silver;
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oldresourcetype[R_SILVER] = r_silver;
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oldresourcetype[R_AURA] = r_aura;
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oldresourcetype[R_AURA] = r_aura;
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oldresourcetype[R_PERMAURA] = r_permaura;
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oldresourcetype[R_PERMAURA] = r_permaura;
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@ -2121,11 +2121,6 @@ init_resources(void)
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oldresourcetype[R_PEASANTS] = r_peasants;
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oldresourcetype[R_PEASANTS] = r_peasants;
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oldresourcetype[R_UNIT] = r_unit;
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oldresourcetype[R_UNIT] = r_unit;
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/* alte typen registrieren: */
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init_olditems();
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init_oldherbs();
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init_oldpotions();
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init_oldscores();
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}
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}
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int
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int
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@ -282,7 +282,6 @@ enum {
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I_HORSE,
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I_HORSE,
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I_WAGON,
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I_WAGON,
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I_CATAPULT,
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I_CATAPULT,
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I_SWORD,
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I_SPEAR,
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I_SPEAR,
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I_CROSSBOW,
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I_CROSSBOW,
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I_LONGBOW,
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I_LONGBOW,
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@ -338,7 +337,6 @@ enum {
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I_RING_OF_REGENERATION,
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I_RING_OF_REGENERATION,
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I_TOADSLIME,
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I_TOADSLIME,
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I_BAG_OF_HOLDING,
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I_BAG_OF_HOLDING,
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I_RUSTY_SWORD,
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I_RUSTY_SHIELD,
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I_RUSTY_SHIELD,
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I_RUSTY_CHAIN_MAIL,
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I_RUSTY_CHAIN_MAIL,
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I_SACK_OF_CONSERVATION,
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I_SACK_OF_CONSERVATION,
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@ -356,7 +354,6 @@ enum {
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R_HORSE,
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R_HORSE,
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R_WAGON,
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R_WAGON,
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R_CATAPULT,
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R_CATAPULT,
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R_SWORD,
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R_SPEAR,
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R_SPEAR,
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R_CROSSBOW,
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R_CROSSBOW,
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R_LONGBOW,
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R_LONGBOW,
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@ -404,7 +401,6 @@ enum {
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R_RING_OF_REGENERATION,
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R_RING_OF_REGENERATION,
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R_TOADSLIME,
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R_TOADSLIME,
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R_BAG_OF_HOLDING,
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R_BAG_OF_HOLDING,
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R_RUSTY_SWORD,
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R_RUSTY_SHIELD,
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R_RUSTY_SHIELD,
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R_RUSTY_CHAIN_MAIL,
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R_RUSTY_CHAIN_MAIL,
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R_SACK_OF_CONSERVATION,
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R_SACK_OF_CONSERVATION,
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@ -462,6 +458,7 @@ enum {
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R_UNIT, /* Einheit (gib x einheit) */
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R_UNIT, /* Einheit (gib x einheit) */
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R_SWORD, /* for spells */
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MAX_RESOURCES, /* do not use outside item.c ! */
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MAX_RESOURCES, /* do not use outside item.c ! */
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NORESOURCE = (resource_t) - 1
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NORESOURCE = (resource_t) - 1
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@ -92,7 +92,7 @@
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<item name="sword" amount="1"/>
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<item name="sword" amount="1"/>
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<item name="money" amount="d40+59"/>
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<item name="money" amount="d40+59"/>
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<subset chance="0.6">
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<subset chance="0.6">
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<set name="random_plate"/>
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<set name="item_plate"/>
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</subset>
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</subset>
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</set>
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</set>
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@ -126,7 +126,7 @@
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<set name="random_bow" chance="0.25"/>
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<set name="random_bow" chance="0.25"/>
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</subset>
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</subset>
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<subset chance="0.4">
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<subset chance="0.4">
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<set name="random_chain"/>
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<set name="item_chain"/>
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</subset>
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</subset>
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<subset chance="0.3">
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<subset chance="0.3">
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<set name="random_rider"/>
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<set name="random_rider"/>
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@ -153,18 +153,58 @@
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<item name="bow" amount="1"/>
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<item name="bow" amount="1"/>
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</set>
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</set>
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<set name="random_plate">
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<item name="plate" amount="1"/>
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</set>
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<set name="random_chain">
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<item name="chainmail" amount="1"/>
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</set>
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<set name="random_rider">
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<set name="random_rider">
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<item name="horse" amount="1"/>
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<item name="horse" amount="1"/>
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<skill name="sk_riding" level="d3"/>
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<skill name="sk_riding" level="d3"/>
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</set>
|
</set>
|
||||||
|
|
||||||
|
<set name="recruited_dracoid">
|
||||||
|
<!-- dracoiden, von drachen rekrutiert -->
|
||||||
|
<skill name="sk_spear" level="d4+2"/>
|
||||||
|
<skill name="sk_melee" level="d4+2"/>
|
||||||
|
<skill name="sk_bow" level="d3+1"/>
|
||||||
|
<subset>
|
||||||
|
<!-- dracoiden haben immer eine von drei waffen -->
|
||||||
|
<set name="item_sword" chance="0.33"/>
|
||||||
|
<set name="item_spear" chance="0.33"/>
|
||||||
|
<set name="item_bow" chance="0.34"/>
|
||||||
|
</subset>
|
||||||
|
</set>
|
||||||
|
|
||||||
|
<set name="rising_undead">
|
||||||
|
<!-- untote, von den graebern auferstanden -->
|
||||||
|
<item name="rustysword" amount="1"/>
|
||||||
|
<item name="rustychainmail" amount="d2-1"/>
|
||||||
|
<subset chance="0.3">
|
||||||
|
<set name="item_rustyshield"/>
|
||||||
|
</subset>
|
||||||
|
</set>
|
||||||
|
|
||||||
|
|
||||||
|
<!-- single-item sets (that can be given a percentage-chance in a subset) -->
|
||||||
|
<set name="item_plate">
|
||||||
|
<item name="plate" amount="1"/>
|
||||||
|
</set>
|
||||||
|
|
||||||
|
<set name="item_spear">
|
||||||
|
<item name="spear" amount="1"/>
|
||||||
|
</set>
|
||||||
|
|
||||||
|
<set name="item_bow">
|
||||||
|
<item name="bow" amount="1"/>
|
||||||
|
</set>
|
||||||
|
|
||||||
|
<set name="item_sword">
|
||||||
|
<item name="sword" amount="1"/>
|
||||||
|
</set>
|
||||||
|
|
||||||
|
<set name="item_chain">
|
||||||
|
<item name="chainmail" amount="1"/>
|
||||||
|
</set>
|
||||||
|
|
||||||
|
<set name="item_rustychain">
|
||||||
|
<item name="rustychainmail" amount="1"/>
|
||||||
|
</set>
|
||||||
|
|
||||||
</equipment>
|
</equipment>
|
||||||
|
|
||||||
|
|
|
@ -54,6 +54,30 @@
|
||||||
</item>
|
</item>
|
||||||
</resource>
|
</resource>
|
||||||
|
|
||||||
|
<resource name="sword">
|
||||||
|
<item weight="100">
|
||||||
|
<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
|
||||||
|
<requirement type="iron" quantity="1"/>
|
||||||
|
</construction>
|
||||||
|
<weapon cut="true" skill="sk_melee">
|
||||||
|
<damage type="rider" value="1d9+2"/>
|
||||||
|
<damage type="footman" value="1d9+2"/>
|
||||||
|
</weapon>
|
||||||
|
</item>
|
||||||
|
</resource>
|
||||||
|
|
||||||
|
<resource name="rustysword">
|
||||||
|
<item weight="100">
|
||||||
|
<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
|
||||||
|
<requirement type="iron" quantity="1"/>
|
||||||
|
</construction>
|
||||||
|
<weapon cut="true" skill="sk_melee" offmod="-1" defmod="-1">
|
||||||
|
<damage type="rider" value="1d9"/>
|
||||||
|
<damage type="footman" value="1d9"/>
|
||||||
|
</weapon>
|
||||||
|
</item>
|
||||||
|
</resource>
|
||||||
|
|
||||||
<resource name="axe">
|
<resource name="axe">
|
||||||
<item weight="200">
|
<item weight="200">
|
||||||
<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
|
<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
|
||||||
|
|
Loading…
Reference in a new issue