Exemple #1
0
        public override void SendSuccessTo( Mobile from, Item item, HarvestResource resource )
        {
            if ( item is BigFish )
            {
                // Deleted this message since you can now get loot, which is notta fish
                // I wish I knew how to send "custom" message to the screen like...
                // "Whoa! You just reeled in something very interesting"

                // from.SendLocalizedMessage( 1042635 ); // Your fishing pole bends as you pull a big fish from the depths!

                ((BigFish)item).Fisher = from;
            }
            else if ( item is WoodenChest )
            {
                from.SendLocalizedMessage( 503175 ); // You pull up a heavy chest from the depths of the ocean!
            }
            else
            {
                int number;
                string name;

                if ( item is BaseMagicFish )
                {
                    number = 1008124;
                    name = "a mess of small fish";
                }
                else if ( item is Fish )
                {
                    number = 1008124;
                    name = "a fish";
                }
                else if ( item is BaseShoes )
                {
                    number = 1008124;
                    name = item.ItemData.Name;
                }
                else if ( item is TreasureMap )
                {
                    number = 1008125;
                    name = "a sodden piece of parchment";
                }
                else if ( item is MessageInABottle )
                {
                    number = 1008125;
                    name = "a bottle, with a message in it";
                }
                else if (item is SpecialFishingNet)
                {
                    number = 1008125;
                    name = "a special fishing net"; // TODO: this is just a guess--what should it really be named?
                }
                else
                {
                    number = 1043297; // It's Some Other Stuff...

                    // Console.WriteLine(item.ItemData.Name);

                    if ((item.ItemData.Flags & TileFlag.ArticleA) != 0)
                        name = "a " + item.ItemData.Name;
                    else if ((item.ItemData.Flags & TileFlag.ArticleAn) != 0)
                        name = "an " + item.ItemData.Name;
                    else
                        name = item.ItemData.Name;

                    if (number == 1043297)
                        from.SendLocalizedMessage(number, name);
                    else
                        from.SendLocalizedMessage(number, true, name);

                }

                double temp_random_dbl = Utility.RandomDouble();
                // Console.WriteLine("Trying to spawn Random Monster when 0.05 > {0}", temp_random_dbl);

                if ( 0.05 > temp_random_dbl )  // Spawn a monster ~ every 20 tries
                {
                     BaseCreature serp2;

                     switch (Utility.Random(11))
                     {
                         case 0:  { serp2 = new DeepSeaSnake(); break; }
                         case 1:  { serp2 = new DeepWaterElemental(); break; }
                         case 2:  { serp2 = new FlameShark(); break; }
                         case 3:  { serp2 = new HurricaneElemental(); break; }
                         case 4:  { serp2 = new IcebergElemental(); break; }
                         case 5:  { serp2 = new RoamingKraken(); break; }
                         case 6:  { serp2 = new StormSerpent(); break; }
                         case 7:  { serp2 = new TsunamiSerpent(); break; }
                         case 8:  { serp2 = new GiantWaterStrider(); break; }
                         case 9:  { serp2 = new DeepSeaSerpent(); break; }
                         default: { serp2 = new SeaSerpent(); break; }

                     }

                     int x = from.X, y = from.Y;
                     Map map = from.Map;

                     for (int i = 0; map != null && i < 20; ++i)
                     {
                         int tx = from.X - 10 + Utility.Random(21);
                         int ty = from.Y - 10 + Utility.Random(21);
                         Tile t = map.Tiles.GetLandTile(tx, ty);

                         if (t.Z == -5 && ((t.ID >= 0xA8 && t.ID <= 0xAB) || (t.ID >= 0x136 && t.ID <= 0x137)) && !Spells.SpellHelper.CheckMulti(new Point3D(tx, ty, -5), map))
                         {
                             x = tx;
                             y = ty;
                             break;
                         }
                     }

                     serp2.MoveToWorld(new Point3D(x, y, -5), map);
                     serp2.Home = serp2.Location;
                     serp2.RangeHome = 10;
                     from.SendLocalizedMessage(503170); // Uh oh! That doesn't look like a fish!

                }
            }
        }
Exemple #2
0
        public override bool Give( Mobile m, Item item, bool placeAtFeet )
        {
            // This code is triggered when you've harvested a Map/MIB/Net. You first
            // spawn a critter and then add the special item to his/her pack for loot

            if ( item is TreasureMap || item is MessageInABottle || item is SpecialFishingNet )
            {
                BaseCreature serp;

                switch ( Utility.Random(11) )
                {
                    case 0:  { serp = new DeepSeaSnake(); break; }
                    case 1:  { serp = new DeepWaterElemental(); break; }
                    case 2:  { serp = new FlameShark(); break; }
                    case 3:  { serp = new HurricaneElemental(); break; }
                    case 4:  { serp = new IcebergElemental(); break; }
                    case 5:  { serp = new RoamingKraken(); break; }
                    case 6:  { serp = new StormSerpent(); break; }
                    case 7:  { serp = new TsunamiSerpent(); break; }
                    case 8:  { serp = new GiantWaterStrider(); break; }
                    case 9:  { serp = new DeepSeaSerpent(); break; }
                    default: { serp = new SeaSerpent(); break; }
                }

                int x = m.X, y = m.Y;
                Map map = m.Map;

                for ( int i = 0; map != null && i < 20; ++i )
                {
                    int tx = m.X - 10 + Utility.Random( 21 );
                    int ty = m.Y - 10 + Utility.Random( 21 );

                    Tile t = map.Tiles.GetLandTile( tx, ty );

                    if ( t.Z == -5 && ( (t.ID >= 0xA8 && t.ID <= 0xAB) || (t.ID >= 0x136 && t.ID <= 0x137) ) && !Spells.SpellHelper.CheckMulti( new Point3D( tx, ty, -5 ), map ) )
                    {
                        x = tx;
                        y = ty;
                        break;
                    }
                }

                serp.MoveToWorld( new Point3D( x, y, -5 ), map );

                serp.Home = serp.Location;
                serp.RangeHome = 10;

                serp.PackItem( item );

                m.SendLocalizedMessage( 503170 ); // Uh oh! That doesn't look like a fish!

                return true; // we don't want to give the item to the player, it's on the serpent
            }

            // BigFish go into the pack, but why does it look like they are put at feet? R12?
            if ( item is BigFish || item is WoodenChest )
                placeAtFeet = true;

            // Here's where we sometimes replace the Big fish with a Special Item.
            // Note that we have to trigger on the Big Fish to stop folks from
            // macroing on the shore (shallow water) for Magic Weps. This method
            // does not have the right variables for deepwater check

            if ( item is BigFish ) // We know we're in Deepwater, and it's a rare event
            {

                double leet_loot_chance = 0.1;

                if ( leet_loot_chance > Utility.RandomDouble() )
                {
                    switch (Utility.Random(2))
                    {
                        case 0:
                            {
                                BaseWeapon temp_weapon = Loot.RandomWeapon();
                                temp_weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(6);
                                temp_weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(6);
                                temp_weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(1);
                                // Item was in the water forever...shouldn't be very durable
                                item = (Item)temp_weapon;
                                break;
                            }
                        default:
                            {
                                BaseArmor temp_armor = Loot.RandomArmor();
                                temp_armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(4);
                                temp_armor.Durability = (ArmorDurabilityLevel)Utility.Random(1);
                                // Item was in the water forever...shouldn't be very durable
                                item = (Item)temp_armor;
                                break;
                            }
                    }
                }
                // else just give the fisher a Big Fish

            }
            // Could also easily add variations on the following...but I've left it at Weps/Armor
            // item = Loot.RandomShield();
            // item = Loot.RandomJewelry();
            // item = Loot.RandomInstrument();
            // item = Loot.RandomScroll(2, 8, SpellbookType.Regular);
            // item = Loot.RandomPotion();
            // item = new BankCheck( 1000000 );
            // item = new ShipwreckedItem(5055); // Chain tunic with Shipwreck Label

            return base.Give( m, item, placeAtFeet );  // Here's where you GIVE player the "item"
        }