Beispiel #1
0
        public override void IncreaseTier()
        {
            base.IncreaseTier();

            List <object> list = new List <object>();
            Item          c;

            switch (Tier)
            {
            case 1:
                // dishing stump
                c = new Static(0x1865);
                c.MoveToWorld(new Point3D(1417, 1590, 30), Map);
                list.Add(c);

                // pickaxe
                c = new Pickaxe();
                c.MoveToWorld(new Point3D(1414, 1588, 47), Map);
                c.Movable = false;
                list.Add(c);

                // sewing kit
                c = new SewingKit();
                c.MoveToWorld(new Point3D(1414, 1592, 42), Map);
                c.Movable = false;
                list.Add(c);

                // empty tool box
                c = new Static(0x1EB7);
                c.MoveToWorld(new Point3D(1415, 1588, 47), Map);
                list.Add(c);

                // silver wire
                c = new Static(0x1EB7)
                {
                    Weight = 5.0
                };
                c.MoveToWorld(new Point3D(1417, 1592, 46), Map);
                list.Add(c);

                // gold wire
                c = new Static(0x1EB7)
                {
                    Weight = 5.0
                };
                c.MoveToWorld(new Point3D(1417, 1592, 47), Map);
                list.Add(c);

                // silver ingots
                c = new Static(0x1BF6);
                c.MoveToWorld(new Point3D(1416, 1592, 44), Map);
                list.Add(c);
                break;
            }

            if (list.Count > 0)
            {
                Tiers.Add(list);
            }
        }
            public override void OnClick()
            {
                if (m_From.InRange(m_Fountain.GetWorldLocation(), 4))
                {
                    if (m_From.Backpack.ConsumeTotal(typeof(Gold), 1))
                    {
                        m_Fountain.Jackpot++;

                        switch (m_Fountain.MessageNum)
                        {
                        case MagicFountainAddon.FountainMessage.Cool: {
                            if (0.001 > Utility.RandomDouble())
                            {
                                Gold gold = new Gold();
                                gold.Amount = m_Fountain.Jackpot;                                         // no need to test, it's always at least 1

                                if (!m_From.AddToBackpack(gold))
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    gold.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!");
                                    m_Fountain.Jackpot = 0;
                                }
                            }
                            else if (0.001 > Utility.RandomDouble())
                            {
                                Gold gold = new Gold();
                                gold.Amount = m_Fountain.Jackpot;                                         // no need to test, it's always at least 1

                                if (!m_From.AddToBackpack(gold))
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    gold.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!");
                                    m_Fountain.Jackpot = 0;
                                }
                            }
                            else
                            {
                                m_From.SendMessage("You toss a coin in ... but nothing happens.");
                            }

                            break;
                        }


                        case MagicFountainAddon.FountainMessage.Warm: {
                            if (0.01 > Utility.RandomDouble())
                            {
                                Item item = null;

                                switch (Utility.RandomMinMax(1, 10))
                                {
                                case 1:  item = new TinkerTools();                              break;

                                case 2:  item = new Lockpick(3);                                break;

                                case 3:  item = new Pitchfork();                                break;

                                case 4:  item = new Dagger();                                   break;

                                case 5:  item = new Emerald();                                  break;

                                case 6:  item = new Ruby();                                     break;

                                case 7:  item = new Amber();                                    break;

                                case 8:  item = new Server.Engines.Mahjong.MahjongGame();       break;

                                case 9:  item = new SewingKit();                                break;

                                case 10: item = new SmithHammer();                              break;
                                }

                                if (!m_From.AddToBackpack(item))
                                {
                                    m_From.SendMessage("You toss a coin in ... and an item appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    item.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and an item appears!");

                                    if (m_Fountain.Jackpot > 10)
                                    {
                                        m_Fountain.Jackpot = m_Fountain.Jackpot - 5;
                                    }
                                }
                            }
                            else if (0.001 > Utility.RandomDouble())
                            {
                                Gold gold = new Gold();
                                gold.Amount = m_Fountain.Jackpot;                                         // no need to test, it's always at least 1

                                if (!m_From.AddToBackpack(gold))
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    gold.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!");
                                    m_Fountain.Jackpot = 0;
                                }
                            }
                            else
                            {
                                m_From.SendMessage("You toss a coin in ... but nothing happens.");
                            }

                            break;
                        }


                        case MagicFountainAddon.FountainMessage.Clean: {
                            if (0.05 > Utility.RandomDouble())
                            {
                                Item food = null;

                                switch (Utility.RandomMinMax(1, 10))
                                {
                                case 1:  food = new Bacon();            break;

                                case 2:  food = new CookedBird();       break;

                                case 3:  food = new Ham();                      break;

                                case 4:  food = new Ribs();                     break;

                                case 5:  food = new Sausage();          break;

                                case 6:  food = new Cookies();          break;

                                case 7:  food = new Muffins(3);         break;

                                case 8:  food = new ApplePie();         break;

                                case 9:  food = new PeachCobbler();             break;

                                case 10: food = new Lime();             break;
                                }

                                if (!m_From.AddToBackpack(food))
                                {
                                    m_From.SendMessage("You toss a coin in ... and food appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    food.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and food appears!");

                                    if (m_Fountain.Jackpot > 10)
                                    {
                                        m_Fountain.Jackpot = m_Fountain.Jackpot - 5;
                                    }
                                }
                            }
                            else if (0.001 > Utility.RandomDouble())
                            {
                                Gold gold = new Gold();
                                gold.Amount = m_Fountain.Jackpot;                                         // no need to test, it's always at least 1

                                if (!m_From.AddToBackpack(gold))
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    gold.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!");
                                    m_Fountain.Jackpot = 0;
                                }
                            }
                            else
                            {
                                m_From.SendMessage("You toss a coin in ... but nothing happens.");
                            }

                            break;
                        }

                        case MagicFountainAddon.FountainMessage.Calm: {
                            if (0.005 > Utility.RandomDouble())
                            {
                                Horse horse = new Horse();

                                horse.Map      = m_From.Map;
                                horse.Location = m_From.Location;

                                if ((m_From.Followers + horse.ControlSlots) <= m_From.FollowersMax)
                                {
                                    // set up the horse... =P
                                    horse.Controlled    = true;
                                    horse.ControlMaster = m_From;

                                    horse.OwnerAbandonTime = DateTime.MinValue;
                                    horse.BondingBegin     = DateTime.MinValue;

                                    horse.ControlOrder  = OrderType.Follow;
                                    horse.ControlTarget = m_From;
                                    horse.Owners.Add(m_From);                                                // seems to be new in 2.0
                                    // horse.Loyalty = PetLoyalty.WonderfullyHappy;  // doesn't work in 2.0 but seems unnecessary

                                    m_From.SendMessage("You toss a coin in ... and a horse appears!");
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and a horse appears! But you have too many pets to control this one too. The horse runs off!");
                                    horse.Delete();
                                }

                                if (m_Fountain.Jackpot > 20)
                                {
                                    m_Fountain.Jackpot = m_Fountain.Jackpot - 10;
                                }
                            }
                            else if (0.001 > Utility.RandomDouble())
                            {
                                Gold gold = new Gold();
                                gold.Amount = m_Fountain.Jackpot;                                         // no need to test, it's always at least 1

                                if (!m_From.AddToBackpack(gold))
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    gold.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!");
                                    m_Fountain.Jackpot = 0;
                                }
                            }
                            else
                            {
                                m_From.SendMessage("You toss a coin in ... but nothing happens.");
                            }

                            break;
                        }


                        case MagicFountainAddon.FountainMessage.Fruit: {
                            if (0.05 > Utility.RandomDouble())
                            {
                                Item fruit = null;

                                switch (Utility.RandomMinMax(1, 10))
                                {
                                case 1:  fruit = new Watermelon();      break;

                                case 2:  fruit = new Apple();           break;

                                case 3:  fruit = new Pear();            break;

                                case 4:  fruit = new Peach();           break;

                                case 5:  fruit = new Lime();            break;

                                case 6:  fruit = new Lemon();           break;

                                case 7:  fruit = new Coconut();         break;

                                case 8:  fruit = new Grapes();          break;

                                case 9:  fruit = new Bananas();         break;

                                case 10: fruit = new Cantaloupe();      break;
                                }

                                if (!m_From.AddToBackpack(fruit))
                                {
                                    m_From.SendMessage("You toss a coin in ... and fruit appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    fruit.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and fruit appears!");

                                    if (m_Fountain.Jackpot > 10)
                                    {
                                        m_Fountain.Jackpot = m_Fountain.Jackpot - 5;
                                    }
                                    else
                                    {
                                        m_Fountain.Jackpot = 0;
                                    }
                                }
                            }
                            else if (0.001 > Utility.RandomDouble())
                            {
                                Gold gold = new Gold();
                                gold.Amount = m_Fountain.Jackpot;                                         // no need to test, it's always at least 1

                                if (!m_From.AddToBackpack(gold))
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes.");
                                    gold.Delete();
                                }
                                else
                                {
                                    m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!");
                                    m_Fountain.Jackpot = 0;
                                }
                            }
                            else
                            {
                                m_From.SendMessage("You toss a coin in ... but nothing happens.");
                            }

                            break;
                        }
                        }
                    }
                    else
                    {
                        m_From.SendMessage("You don't have a coin to toss in.");
                    }
                }
                else
                {
                    m_From.SendMessage("Get closer.");
                }
            }
Beispiel #3
0
		public override void IncreaseTier()
		{			
			base.IncreaseTier();
			
			List<object> list = new List<object>();
			Item c;
						
			switch ( Tier )
			{				
				case 1:
					// dishing stump
					c = new Static( 0x1865 );
					c.MoveToWorld( new Point3D( 1417, 1590, 30 ), Map );
					list.Add( c );
					
					// pickaxe
					c = new Pickaxe();
					c.MoveToWorld( new Point3D( 1414, 1588, 47 ), Map );
					c.Movable = false;
					list.Add( c );
					
					// sewing kit
					c = new SewingKit();
					c.MoveToWorld( new Point3D( 1414, 1592, 42 ), Map );
					c.Movable = false;
					list.Add( c );
					
					// empty tool box
					c = new Static( 0x1EB7 );
					c.MoveToWorld( new Point3D( 1415, 1588, 47 ), Map );
					list.Add( c );
					
					// silver wire
					c = new Static( 0x1EB7 );
					c.Weight = 5.0;
					c.MoveToWorld( new Point3D( 1417, 1592, 46 ), Map );
					list.Add( c );
					
					// gold wire
					c = new Static( 0x1EB7 );
					c.Weight = 5.0;
					c.MoveToWorld( new Point3D( 1417, 1592, 47 ), Map );
					list.Add( c );
					
					// silver ingots
					c = new Static( 0x1BF6 );
					c.MoveToWorld( new Point3D( 1416, 1592, 44 ), Map );
					list.Add( c );				
					break;				
			}		
			
			if ( list.Count > 0 )
				Tiers.Add( list );
		}
		public override void OnResponse( NetState state, RelayInfo info )
		{
			PlayerMobile m = m_user; ToolBox box = i_box; BaseTool tool; BaseHarvestTool toola; Container pack = m.Backpack;

			switch ( info.ButtonID ) {
				default: { break; }
				case 1: { break; }
				case 2: { box.OW( m ); break; }
				case 3: { tool = new Tongs(); tool.UsesRemaining = box.i_S; pack.DropItem( tool ); box.i_S = 0; break; }
				case 4: { tool = new MouldingPlane(); tool.UsesRemaining = box.i_C; pack.DropItem( tool ); box.i_C = 0; break; }
				case 5: { tool = new TinkerTools(); tool.UsesRemaining = box.i_Ti; pack.DropItem( tool ); box.i_Ti = 0; break; }
				case 6: { tool = new SewingKit(); tool.UsesRemaining = box.i_T; pack.DropItem( tool ); box.i_T = 0; break; }
				case 7: { tool = new Blowpipe(); tool.UsesRemaining = box.i_G; pack.DropItem( tool ); box.i_G = 0; break; }
				case 8: { tool = new ScribesPen(); tool.UsesRemaining = box.i_Sc; pack.DropItem( tool ); box.i_Sc = 0; break; }
				case 9: { toola = new Shovel(); toola.UsesRemaining = box.i_M; pack.DropItem( toola ); box.i_M = 0; break; }
				case 10: { tool = new Skillet(); tool.UsesRemaining = box.i_Co; pack.DropItem( tool ); box.i_Co = 0; break; }
				case 11: { tool = new FletcherTools(); tool.UsesRemaining = box.i_F; pack.DropItem( tool ); box.i_F = 0; break; }
				case 12: { tool = new MortarPestle(); tool.UsesRemaining = box.i_A; pack.DropItem( tool ); box.i_A = 0; break; }
				case 13: { tool = new MalletAndChisel(); tool.UsesRemaining = box.i_St; pack.DropItem( tool ); box.i_St = 0; break; }
				case 14: { tool = new MapmakersPen(); tool.UsesRemaining = box.i_Ca; pack.DropItem( tool ); box.i_Ca = 0; break; } } if ( info.ButtonID > 2 ) { box.NG( m, box ); } } } }