Exemple #1
0
        public override void Damage(Mobile m)
        {
            base.Damage(m);

            if (m.Alive)
            {
                Item item = m.FindItemOnLayer(Layer.OuterTorso);

                if (item is GMRobe)
                {
                    AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                }
                else if (item is GMRobeExplosion)
                {
                    AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                    m.PlaySound(Utility.RandomList(0x307, 0x308));
                }
                else if (item is GMRobeHoly)
                {
                    AOS.Damage(m, 0, 0, 0, 0, 0, 0);

                    m.FixedParticles(0x375A, 1, 30, 9966, 88, 2, EffectLayer.Head);
                    m.FixedParticles(0x37B9, 1, 30, 9502, 85, 3, EffectLayer.Head);
                    m.FixedParticles(0x376A, 1, 31, 9961, 80, 0, EffectLayer.Waist);
                    m.FixedParticles(0x37C4, 1, 31, 9502, 88, 2, EffectLayer.Waist);
                }
                else if (item is GMRobeTrailfire)
                {
                    AOS.Damage(m, 0, 0, 0, 0, 0, 0);

                    m.FixedParticles(0x3709, 10, 30, 5052, EffectLayer.LeftFoot);
                }
                else
                {
                    // Wind
                    if (Utility.RandomDouble() < 0.09)
                    {
                        m.PlaySound(Utility.RandomList(0x014, 0x15, 0x016, 0x5C7));
                        AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                    }

                    // Thunderstorm
                    if (Utility.RandomDouble() < 0.06)
                    {
                        m.PlaySound(Utility.RandomList(0x028, 0x029, 0x206));
                        AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                    }

                    // Lightning Strike
                    if (Utility.RandomDouble() < 0.01)
                    {
                        m.PlaySound(Utility.RandomList(0x5CE));
                        m.BoltEffect(0x480);
                        AOS.Damage(m, Utility.RandomMinMax(12, 35), 0, 0, 0, 0, 100);
                    }

                    // Random Encounter 1
                    if (Utility.RandomDouble() < 0.002)
                    {
                        if (m.Map == Map.Malas)
                        {
                            int x1 = m.X + 12;
                            int y1 = m.Y + 12;
                            int z1 = Map.Malas.GetAverageZ(x1, y1);

                            if (Map.Malas.CanSpawnMobile(x1, y1, z1))
                            {
                                BaseCreature encountera;
                                switch (Utility.Random(3))
                                {
                                default:
                                case 0: encountera = new Ettin(); break;

                                case 1: encountera = new Ogre(); break;

                                case 2: encountera = new Troll(); break;
                                }
                                encountera.MoveToWorld(new Point3D(x1, y1, z1), Map.Malas);
                                encountera.Combatant = m;

                                AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                                Timer.DelayCall(TimeSpan.FromMinutes(3.0), new TimerStateCallback(DeleteEncounterA), encountera);
                            }
                        }
                    }

                    // Random Encounter 2
                    if (Utility.RandomDouble() < 0.002)
                    {
                        if (m.Map == Map.Malas)
                        {
                            int x2 = m.X - 12;
                            int y2 = m.Y - 12;
                            int z2 = Map.Malas.GetAverageZ(x2, y2);

                            if (Map.Malas.CanSpawnMobile(x2, y2, z2))
                            {
                                BaseCreature encountera;
                                switch (Utility.Random(3))
                                {
                                default:
                                case 0: encountera = new Ettin(); break;

                                case 1: encountera = new Ogre(); break;

                                case 2: encountera = new Troll(); break;
                                }
                                encountera.MoveToWorld(new Point3D(x2, y2, z2), Map.Malas);
                                encountera.Combatant = m;

                                AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                                Timer.DelayCall(TimeSpan.FromMinutes(3.0), new TimerStateCallback(DeleteEncounterA), encountera);
                            }
                        }
                    }

                    // Tamable Encounter 1
                    if (Utility.RandomDouble() < 0.002)
                    {
                        if (m.Map == Map.Malas)
                        {
                            int x1 = m.X + 12;
                            int y1 = m.Y + 12;
                            int z1 = Map.Malas.GetAverageZ(x1, y1);

                            if (Map.Malas.CanSpawnMobile(x1, y1, z1))
                            {
                                BaseCreature tameable;
                                switch (Utility.Random(5))
                                {
                                default:
                                case 0: tameable = new Bird(); break;

                                case 1: tameable = new BlackBear(); break;

                                case 2: tameable = new DireWolf(); break;

                                case 3: tameable = new Goat(); break;

                                case 4: tameable = new Horse(); break;
                                }
                                tameable.MoveToWorld(new Point3D(x1, y1, z1), Map.Malas);

                                AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                                Timer.DelayCall(TimeSpan.FromMinutes(2.0), new TimerStateCallback(DeleteTameable), tameable);
                            }
                        }
                    }

                    // Tamable Encounter 2
                    if (Utility.RandomDouble() < 0.002)
                    {
                        if (m.Map == Map.Malas)
                        {
                            int x2 = m.X - 12;
                            int y2 = m.Y - 12;
                            int z2 = Map.Malas.GetAverageZ(x2, y2);

                            if (Map.Malas.CanSpawnMobile(x2, y2, z2))
                            {
                                BaseCreature tameable;
                                switch (Utility.Random(5))
                                {
                                default:
                                case 0: tameable = new Bird(); break;

                                case 1: tameable = new BlackBear(); break;

                                case 2: tameable = new DireWolf(); break;

                                case 3: tameable = new Goat(); break;

                                case 4: tameable = new Horse(); break;
                                }
                                tameable.MoveToWorld(new Point3D(x2, y2, z2), Map.Malas);

                                AOS.Damage(m, 0, 0, 0, 0, 0, 0);
                                Timer.DelayCall(TimeSpan.FromMinutes(2.0), new TimerStateCallback(DeleteTameable), tameable);
                            }
                        }
                    }
                }
            }
        }
Exemple #2
0
        public override void OnDoubleClick(Mobile from)
        {
            if (IsChildOf(from.Backpack))
            {
                int hours, minutes;
                Clock.GetTime(Map, Location.X, Location.Y, out hours, out minutes);

                if (hours <= 19)
                {
                    #region Spawn Random Ambush

                    switch (Utility.Random(3))
                    {
                    case 0:
                    {
                        from.SendMessage("*As your gaze scans the horizon, you notice a group of brigands closing in*");

                        #region Define Mobiles To Spawn
                        // I've reserved spawn01-spawn09; however, you can add as many variables as you like as long as they are unique

                        Mobile spawn01 = new Brigand();
                        Mobile spawn02 = new Brigand();
                        Mobile spawn03 = new Brigand();
                        Mobile spawn04 = new Brigand();
                        Mobile spawn05 = new Brigand();
                        Mobile spawn06 = new Brigand();

                        #endregion

                        switch (Utility.Random(2))
                        {
                        case 1:
                        {
                            /// <summary>
                            /// Don't forget to plug in the spawn variables you add above below:
                            /// </summary>
                            spawn01.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                            spawn02.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                            spawn03.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                            spawn04.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                            spawn05.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                            spawn06.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                            break;
                        }

                        case 0:
                        {
                            switch (Utility.Random(4))
                            {
                            case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;

                            case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                            // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                            case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                Mobile subspawn01 = new Rat();
                                subspawn01.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                            case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                            }
                            break;
                        }
                        }
                        break;
                    }

                    case 1:
                    {
                        from.SendMessage("*As your gaze scans the horizon, you notice an Ettin patrol nearby*");

                        #region Define Mobiles To Spawn
                        // I've reserved spawn11-spawn19; however, you can add as many variables as you like as long as they are unique

                        Mobile spawn11 = new Ettin();
                        Mobile spawn12 = new Ettin();
                        Mobile spawn13 = new Ettin();
                        Mobile spawn14 = new Ettin();
                        Mobile spawn15 = new Ettin();
                        Mobile spawn16 = new Ettin();

                        #endregion

                        switch (Utility.Random(2))
                        {
                        case 1:
                        {
                            /// <summary>
                            /// Don't forget to plug in the spawn variables you add above below:
                            /// </summary>
                            spawn11.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                            spawn12.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                            spawn13.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                            spawn14.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                            spawn15.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                            spawn16.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                            break;
                        }

                        case 0:
                        {
                            switch (Utility.Random(2, 4))
                            {
                            case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;

                            case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                            // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                            case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                Mobile subspawn11 = new Rat();
                                subspawn11.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                            case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                            }
                            break;
                        }
                        }
                        break;
                    }

                    case 2:     // This case makes the Scout Spyglass act like a normal Spyglass
                    {
                        if (hours < 5 || hours > 17)
                        {
                            from.SendLocalizedMessage(1055040);         // You gaze up into the glittering night sky.  With great care, you compose a chart of the most prominent star patterns.
                        }
                        else
                        {
                            from.SendLocalizedMessage(1055039);         // You gaze up into the sky, but it is not dark enough to see any stars.
                        }
                        break;
                    }
                    }

                    #endregion
                }
                else
                {
                    #region Spawn Random Ambush

                    switch (Utility.Random(3))
                    {
                    case 0:
                    {
                        from.SendMessage("*As your gaze scans the horizon, you notice a group of black bears closing in*");

                        #region Define Mobiles To Spawn
                        // I've reserved spawn21-spawn29; however, you can add as many variables as you like as long as they are unique

                        Mobile spawn21 = new BlackBear();
                        Mobile spawn22 = new BlackBear();
                        Mobile spawn23 = new BlackBear();
                        Mobile spawn24 = new BlackBear();
                        Mobile spawn25 = new BlackBear();
                        Mobile spawn26 = new BlackBear();

                        #endregion

                        switch (Utility.Random(2))
                        {
                        case 1:
                        {
                            /// <summary>
                            /// Don't forget to plug in the spawn variables you add above below:
                            /// </summary>
                            spawn21.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                            spawn22.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                            spawn23.MoveToWorld(new Point3D(from.X + 20, from.Y, from.Z), from.Map);
                            spawn24.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                            spawn25.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                            spawn26.MoveToWorld(new Point3D(from.X, from.Y + 20, from.Z), from.Map);
                            break;
                        }

                        case 0:
                        {
                            switch (Utility.Random(4))
                            {
                            case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;

                            case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                            // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                            case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                Mobile subspawn21 = new Rat();
                                subspawn21.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                            case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                            }
                            break;
                        }
                        }
                        break;
                    }

                    case 1:
                    {
                        from.SendMessage("*As your gaze scans the horizon, you notice an Fire Gargoyle patrol nearby*");

                        #region Define Mobiles To Spawn
                        // I've reserved spawn31-spawn39; however, you can add as many variables as you like as long as they are unique

                        Mobile spawn31 = new FireGargoyle();
                        Mobile spawn32 = new FireSteed();
                        Mobile spawn33 = new FireGargoyle();
                        Mobile spawn34 = new FireSteed();
                        Mobile spawn35 = new FireGargoyle();
                        Mobile spawn36 = new FireBeetle();

                        #endregion

                        switch (Utility.Random(2))
                        {
                        case 1:
                        {
                            /// <summary>
                            /// Don't forget to plug in the spawn variables you add above below:
                            /// </summary>
                            spawn31.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                            spawn32.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                            spawn33.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                            spawn34.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                            spawn35.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                            spawn36.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                            break;
                        }

                        case 0:
                        {
                            switch (Utility.Random(4))
                            {
                            case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;

                            case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                            // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                            case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                Mobile subspawn31 = new Rat();
                                subspawn31.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                            case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                            }
                            break;
                        }
                        }
                        break;
                    }

                    case 2:     // This case makes the Scout Spyglass act like a normal Spyglass
                    {
                        if (hours < 5 || hours > 17)
                        {
                            from.SendLocalizedMessage(1055040);         // You gaze up into the glittering night sky.  With great care, you compose a chart of the most prominent star patterns.
                        }
                        else
                        {
                            from.SendLocalizedMessage(1055039);         // You gaze up into the sky, but it is not dark enough to see any stars.
                        }
                        break;
                    }
                    }

                    #endregion
                }

                --this.UsesRemaining;

                if (this.UsesRemaining == 0)
                {
                    this.Delete();
                }
            }
            else
            {
                from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
            }
        }