public static void Fill(LockableContainer cont, int level)
        {
            cont.Movable     = false;
            cont.TrapEnabled = false;
            cont.Locked      = false;

            int bandies = CoreAI.SpiritDepotBandies;
            int ghpots  = CoreAI.SpiritDepotGHPots;
            int regs    = CoreAI.SpiritDepotReagents;
            int trpots  = CoreAI.SpiritDepotTRPots;

            Item item = null;

            // add a couple lesser explosion potions
            //	these are for batteling hiders in the cave and not for damage
            for (int ix = 0; ix < 2; ix++)
            {
                item = new LesserExplosionPotion();
                cont.DropItem(item);
            }

            // add bandages
            item = new Bandage(bandies);
            cont.DropItem(item);

            // add greater heal potions
            for (int ix = 0; ix < ghpots; ix++)
            {
                item = new GreaterHealPotion();
                cont.DropItem(item);
            }

            // add total refresh potions
            for (int ix = 0; ix < trpots; ix++)
            {
                item = new TotalRefreshPotion();
                cont.DropItem(item);
            }
            // drop reagents
            cont.DropItem(new BagOfReagents(regs));

            // drop res scroll
            cont.DropItem(new ResurrectionScroll());

            return;
        }
Beispiel #2
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        private void FinishLaunch(object state)
        {
            object[] states = (object[])state;

            Mobile  from       = (Mobile)states[0];
            Point3D endHeadLoc = (Point3D)states[1];
            Map     map        = (Map)states[2];

            if (map == null || map == Map.Internal)
            {
                return;
            }

            if (m_Type != AmbushTrapType.Cage)
            {
                if (m_Type == AmbushTrapType.Poison)
                {
                    PoisonExplosionPotion Epot = new PoisonExplosionPotion();
                    Epot.Movable = true;
                    Epot.MoveToWorld(endHeadLoc, map);
                    Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map);
                }
                else if (m_Type == AmbushTrapType.Explosion)
                {
                    ExplosionPotion Epot = new ExplosionPotion();
                    Epot.Movable = true;
                    Epot.MoveToWorld(endHeadLoc, map);
                    Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map);
                }
                else
                {
                    LesserExplosionPotion Epot = new LesserExplosionPotion();
                    Epot.Movable = true;
                    Epot.MoveToWorld(endHeadLoc, map);
                    Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map);
                }
            }
        }
		public static void Fill( LockableContainer cont, int level )
		{
			cont.Movable = false;
			cont.TrapEnabled = false;
			cont.Locked = false;

			int bandies = CoreAI.SpiritDepotBandies;
			int ghpots = CoreAI.SpiritDepotGHPots;
			int regs = CoreAI.SpiritDepotReagents;
			int trpots = CoreAI.SpiritDepotTRPots;

			Item item = null;

			// add a couple lesser explosion potions
			//	these are for batteling hiders in the cave and not for damage
			for( int ix=0; ix < 2; ix++ )
			{
				item = new LesserExplosionPotion();
				cont.DropItem(item);
			}

			// add bandages
			item = new Bandage(bandies);
			cont.DropItem(item);

			// add greater heal potions
			for( int ix=0; ix < ghpots; ix++ )
			{
				item = new GreaterHealPotion();
				cont.DropItem(item);
			}

			// add total refresh potions
			for( int ix=0; ix < trpots; ix++ )
			{
				item = new TotalRefreshPotion();
				cont.DropItem(item);
			}
			// drop reagents
			cont.DropItem( new BagOfReagents( regs ) );

			// drop res scroll
			cont.DropItem( new ResurrectionScroll() ); 

			return;
		}
Beispiel #4
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        public BasePotion FillBottle()
        {
            BasePotion pot;

            switch (m_Type)
            {
            default:
            case PotionEffect.Nightsight: pot = new NightSightPotion(); break;

            case PotionEffect.CureLesser: pot = new LesserCurePotion(); break;

            case PotionEffect.Cure: pot = new CurePotion(); break;

            case PotionEffect.CureGreater: pot = new GreaterCurePotion(); break;

            case PotionEffect.Agility: pot = new AgilityPotion(); break;

            case PotionEffect.AgilityGreater: pot = new GreaterAgilityPotion(); break;

            case PotionEffect.Strength: pot = new StrengthPotion(); break;

            case PotionEffect.StrengthGreater: pot = new GreaterStrengthPotion(); break;

            case PotionEffect.PoisonLesser: pot = new LesserPoisonPotion(); break;

            case PotionEffect.Poison: pot = new PoisonPotion(); break;

            case PotionEffect.PoisonGreater: pot = new GreaterPoisonPotion(); break;

            case PotionEffect.PoisonDeadly: pot = new DeadlyPoisonPotion(); break;

            case PotionEffect.Refresh: pot = new RefreshPotion(); break;

            case PotionEffect.RefreshGreater: pot = new GreaterRefreshPotion(); break;

            case PotionEffect.HealLesser: pot = new LesserHealPotion(); break;

            case PotionEffect.Heal: pot = new HealPotion(); break;

            case PotionEffect.HealGreater: pot = new GreaterHealPotion(); break;

            case PotionEffect.ExplosionLesser: pot = new LesserExplosionPotion(); break;

            case PotionEffect.Explosion: pot = new ExplosionPotion(); break;

            case PotionEffect.ExplosionGreater: pot = new GreaterExplosionPotion(); break;

            case PotionEffect.Conflagration: pot = new ConflagrationPotion(); break;

            case PotionEffect.ConflagrationGreater: pot = new GreaterConflagrationPotion(); break;

            case PotionEffect.MaskOfDeath: pot = new MaskOfDeathPotion(); break;

            case PotionEffect.MaskOfDeathGreater: pot = new GreaterMaskOfDeathPotion(); break;

            case PotionEffect.ConfusionBlast: pot = new ConfusionBlastPotion(); break;

            case PotionEffect.ConfusionBlastGreater: pot = new GreaterConfusionBlastPotion(); break;

            case PotionEffect.Invisibility: pot = new InvisibilityPotion(); break;

            case PotionEffect.ParasiticPoison: pot = new ParasiticPotion(); break;

            case PotionEffect.DarkglowPoison: pot = new DarkglowPotion(); break;
            }

            return(pot);
        }
		private void FinishLaunch( object state )
		{
			object[] states = (object[])state;

			Mobile from = (Mobile)states[0];
			Point3D endHeadLoc = (Point3D)states[1];
			Map map = (Map)states[2];

			if ( map == null || map == Map.Internal )
					return;

			if ( m_Type != AmbushTrapType.Cage )
			{
				if ( m_Type == AmbushTrapType.Poison )
				{
					PoisonExplosionPotion Epot = new PoisonExplosionPotion();
					Epot.Movable = true;
					Epot.MoveToWorld( endHeadLoc, map );
					Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); 
				}
				else if ( m_Type == AmbushTrapType.Explosion )
				{
					ExplosionPotion Epot = new ExplosionPotion();
					Epot.Movable = true;
					Epot.MoveToWorld( endHeadLoc, map );
					Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); 
				}
				else
				{
					LesserExplosionPotion Epot = new LesserExplosionPotion();
					Epot.Movable = true;
					Epot.MoveToWorld( endHeadLoc, map );
					Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); 
				}
			}
		}
Beispiel #6
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        public BasePotion FillBottle()
        {
            BasePotion pot;

            switch (m_Type)
            {
            default:
            case PotionEffect.Nightsight:           pot = new NightSightPotion(); break;

            case PotionEffect.CureLesser:           pot = new LesserCurePotion(); break;

            case PotionEffect.Cure:                         pot = new CurePotion(); break;

            case PotionEffect.CureGreater:          pot = new GreaterCurePotion(); break;

            case PotionEffect.Agility:                      pot = new AgilityPotion(); break;

            case PotionEffect.AgilityGreater:       pot = new GreaterAgilityPotion(); break;

            case PotionEffect.Strength:                     pot = new StrengthPotion(); break;

            case PotionEffect.StrengthGreater:      pot = new GreaterStrengthPotion(); break;

            case PotionEffect.PoisonLesser:         pot = new LesserPoisonPotion(); break;

            case PotionEffect.Poison:                       pot = new PoisonPotion(); break;

            case PotionEffect.PoisonGreater:        pot = new GreaterPoisonPotion(); break;

            case PotionEffect.PoisonDeadly:         pot = new DeadlyPoisonPotion(); break;

            case PotionEffect.Refresh:                      pot = new RefreshPotion(); break;

            case PotionEffect.RefreshTotal:         pot = new TotalRefreshPotion(); break;

            case PotionEffect.HealLesser:           pot = new LesserHealPotion(); break;

            case PotionEffect.Heal:                         pot = new HealPotion(); break;

            case PotionEffect.HealGreater:          pot = new GreaterHealPotion(); break;

            case PotionEffect.ExplosionLesser:      pot = new LesserExplosionPotion(); break;

            case PotionEffect.Explosion:            pot = new ExplosionPotion(); break;

            case PotionEffect.ExplosionGreater:     pot = new GreaterExplosionPotion(); break;

            case PotionEffect.Conflagration:        pot = new ConflagrationPotion(); break;

            case PotionEffect.ConflagrationGreater: pot = new GreaterConflagrationPotion(); break;

            case PotionEffect.MaskOfDeath:          pot = new MaskOfDeathPotion(); break;

            case PotionEffect.MaskOfDeathGreater:   pot = new GreaterMaskOfDeathPotion(); break;

            case PotionEffect.ConfusionBlast:               pot = new ConfusionBlastPotion(); break;

            case PotionEffect.ConfusionBlastGreater:        pot = new GreaterConfusionBlastPotion(); break;
            }
            if (this.Cheater_Name != null)
            {
                pot.Cheater_Name = this.Cheater_Name;
            }
            return(pot);
        }