public void showQuestInformation (QuestScroll questScroll) { questInformation.showInformation(questScroll); foreach (QuestScroll scroll in questScrolls) { if (scroll.isOnDesc()) { scroll.setActive(false); } } backBtn.setActive(false); InputProcessor.closeQuestInfo = true; }
public void showInformation (QuestScroll questScroll) { this.questScroll = questScroll; title.text = questScroll.quest.title; description.text = questScroll.quest.description; gameObject.SetActive(true); }
public override bool OnDragDrop(Mobile from, Item dropped) { Mobile m = from; PlayerMobile mobile = m as PlayerMobile; if (mobile != null) { if (dropped is Gold && dropped.Amount == 5) { mobile.AddToBackpack(new QuestScroll(1)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Return the Quest parchment to me when you are done...for your reward.", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 10) { mobile.AddToBackpack(new QuestScroll(2)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Return the Quest parchment to me when you are done...for your reward.", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 15) { mobile.AddToBackpack(new QuestScroll(3)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Return the Quest parchment to me when you are done...for your reward.", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 20) { mobile.AddToBackpack(new QuestScroll(4)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Return the Quest parchment to me when you are done...for your reward.", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 25) { mobile.AddToBackpack(new QuestScroll(5)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Return the Quest parchment to me when you are done...for your reward.", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 30) { mobile.AddToBackpack(new QuestScroll(6)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Return the Quest parchment to me when you are done...for your reward.", mobile.NetState); return(true); } else if (dropped is Gold) { this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "That is not the amount I am looking for.", mobile.NetState); return(false); } else if (dropped is QuestScroll) { QuestScroll m_Quest = (QuestScroll)dropped; if (m_Quest.NNeed > m_Quest.NGot) { mobile.AddToBackpack(dropped); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "You have not completed this quest.", mobile.NetState); return(false); } string sMessage = ""; if (m_Quest.NType == 1) { sMessage = "I see you were victorious. Here is your reward."; } else { sMessage = "Ahh...you have found " + m_Quest.NItemName + "! Here is your reward"; } if (Utility.RandomMinMax(1, 4) == 1) { mobile.AddToBackpack(new Gold(m_Quest.NLevel * Utility.RandomMinMax(125, 200))); } else { mobile.AddToBackpack(new Gold(m_Quest.NLevel * Utility.RandomMinMax(75, 150))); Item item; if (Core.AOS) { item = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); } else { item = Loot.RandomArmorOrShieldOrWeapon(); } if (item is BaseWeapon) { BaseWeapon weapon = (BaseWeapon)item; if (Core.AOS) { int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max, m_Quest.NLevel); BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max); } else { weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(6); weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(6); weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6); } mobile.AddToBackpack(item); } else if (item is BaseArmor) { BaseArmor armor = (BaseArmor)item; if (Core.AOS) { int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max, m_Quest.NLevel); BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max); } else { armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6); armor.Durability = (ArmorDurabilityLevel)Utility.Random(6); } mobile.AddToBackpack(item); } else if (item is BaseHat) { BaseHat hat = (BaseHat)item; if (Core.AOS) { int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max, m_Quest.NLevel); BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max); } mobile.AddToBackpack(item); } else if (item is BaseJewel) { int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max, m_Quest.NLevel); BaseRunicTool.ApplyAttributesTo((BaseJewel)item, attributeCount, min, max); mobile.AddToBackpack(item); } } this.PrivateOverheadMessage(MessageType.Regular, 1153, false, sMessage, mobile.NetState); dropped.Delete(); return(true); } else { mobile.AddToBackpack(dropped); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "I have no need for this...", mobile.NetState); return(true); } } return(false); }
public override bool OnDragDrop(Mobile from, Item dropped) { Mobile m = from; PlayerMobile mobile = m as PlayerMobile; if (mobile != null) { if (dropped is Gold && dropped.Amount == 100) { mobile.AddToBackpack(new QuestScroll(1)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Me devolva este Scroll quando terminar...para receber sua recompensa..", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 200) { mobile.AddToBackpack(new QuestScroll(2)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Me devolva este Scroll quando terminar...para receber sua recompensa..", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 300) { mobile.AddToBackpack(new QuestScroll(3)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Me devolva este Scroll quando terminar...para receber sua recompensa..", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 400) { mobile.AddToBackpack(new QuestScroll(4)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Me devolva este Scroll quando terminar...para receber sua recompensa..", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 500) { mobile.AddToBackpack(new QuestScroll(5)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Me devolva este Scroll quando terminar...para receber sua recompensa..", mobile.NetState); return(true); } else if (dropped is Gold && dropped.Amount == 600) { mobile.AddToBackpack(new QuestScroll(6)); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Me devolva este Scroll quando terminar...para receber sua recompensa..", mobile.NetState); return(true); } else if (dropped is Gold) { this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Nao tenho nada para voce por esta quantia de gold.", mobile.NetState); return(false); } else if (dropped is QuestScroll) { QuestScroll m_Quest = (QuestScroll)dropped; if (m_Quest.NNeed > m_Quest.NGot) { mobile.AddToBackpack(dropped); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "Voce nao completou essa quest.", mobile.NetState); return(false); } string sMessage = ""; if (m_Quest.NType == 1) { sMessage = "Vejo que voce voltou vitorioso. Aqui esta sua recompensa!"; } else { sMessage = "Ahh... voce encontrou " + m_Quest.NItemName + "! Aqui esta sua recompensa!"; } Bag bagReward = new Bag(); // Skill Reward int randomSkillType = 1; if (Utility.RandomDouble() >= 0.8) { randomSkillType = (int)SkillRewardItemType.Tammer; } else { randomSkillType = Utility.Random(1, 3); } int randomSkillAmount = 1; randomSkillAmount = m_Quest.NLevel; if (randomSkillAmount > 5) { randomSkillAmount = 5; } bagReward.DropItem(new SkillRewardItem(1, randomSkillType, randomSkillAmount)); //mobile.AddToBackpack(new SkillRewardItem(1, randomSkillType, randomSkillAmount)); // Skill Reward if (Utility.RandomMinMax(1, 4) == 1) { bagReward.DropItem(new Gold(m_Quest.NLevel * 500)); //mobile.AddToBackpack ( new Gold( m_Quest.NLevel * 500 ) ); } else { bagReward.DropItem(new Gold(m_Quest.NLevel * 400)); //mobile.AddToBackpack ( new Gold( m_Quest.NLevel * 400 ) ); Item item; if (Core.AOS) { item = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); } else { item = Loot.RandomArmorOrShieldOrWeapon(); } bagReward.DropItem(item); //mobile.AddToBackpack(item); //if ( item is BaseWeapon ) //{ // BaseWeapon weapon = (BaseWeapon)item; // if ( Core.AOS ) // { // int attributeCount; // int min, max; // GetRandomAOSStats( out attributeCount, out min, out max, m_Quest.NLevel ); // BaseRunicTool.ApplyAttributesTo( weapon, attributeCount, min, max ); // } // else // { // weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 6 ); // weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 6 ); // weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 6 ); // } // mobile.AddToBackpack ( item ); //} //else if ( item is BaseArmor ) //{ // BaseArmor armor = (BaseArmor)item; // if ( Core.AOS ) // { // int attributeCount; // int min, max; // GetRandomAOSStats( out attributeCount, out min, out max, m_Quest.NLevel ); // BaseRunicTool.ApplyAttributesTo( armor, attributeCount, min, max ); // } // else // { // armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random( 6 ); // armor.Durability = (ArmorDurabilityLevel)Utility.Random( 6 ); // } // mobile.AddToBackpack ( item ); //} //else if( item is BaseHat ) //{ // BaseHat hat = (BaseHat)item; // if( Core.AOS ) // { // int attributeCount; // int min, max; // GetRandomAOSStats( out attributeCount, out min, out max, m_Quest.NLevel ); // BaseRunicTool.ApplyAttributesTo( hat, attributeCount, min, max ); // } // mobile.AddToBackpack ( item ); //} //else if( item is BaseJewel ) //{ // int attributeCount; // int min, max; // GetRandomAOSStats( out attributeCount, out min, out max, m_Quest.NLevel ); // BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max ); // mobile.AddToBackpack ( item ); //} } mobile.AddToBackpack(bagReward); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, sMessage, mobile.NetState); dropped.Delete(); return(true); } else { mobile.AddToBackpack(dropped); this.PrivateOverheadMessage(MessageType.Regular, 1153, false, "I have no need for this...", mobile.NetState); return(true); } } return(false); }