Esempio n. 1
0
        public override void InitOutfit()
        {
            Name             = "Xandarthaxx";
            Body             = 605;
            Female           = false;
            Race             = Race.Elf;
            Hue              = 2404;
            HairItemID       = 12225;
            HairHue          = 1419;
            FacialHairItemID = 0;
            FacialHairHue    = 0;

            SetStr(267);
            SetDex(229);
            SetInt(168);

            SetSkill(SkillName.ArmsLore, 36.0, 68.0);
            SetSkill(SkillName.Blacksmith, 65.0, 88.0);
            SetSkill(SkillName.Fencing, 60.0, 83.0);
            SetSkill(SkillName.Macing, 61.0, 93.0);
            SetSkill(SkillName.Swords, 60.0, 83.0);
            SetSkill(SkillName.Tactics, 60.0, 83.0);
            SetSkill(SkillName.Parry, 61.0, 93.0);

            PackGold(8, 16);

            AddItem(new ThighBoots());

            HideChest chest = new HideChest();

            chest.Movable = true;
            AddItem(chest);

            HideGloves gloves = new HideGloves();

            gloves.Movable = true;
            AddItem(gloves);

            HideGorget gorget = new HideGorget();

            gorget.Movable = true;
            AddItem(gorget);

            HidePants legs = new HidePants();

            legs.Movable = true;
            AddItem(legs);

            OrnateAxe weapon = new OrnateAxe();

            weapon.Movable = true;
            weapon.Quality = WeaponQuality.Exceptional;
            AddItem(weapon);
        }
Esempio n. 2
0
        public override void GenerateLoot()
        {
            AddLoot(LootPack.FilthyRich, 5);
            AddLoot(LootPack.HighScrolls, 3);
            AddLoot(LootPack.MedScrolls, 4);
            AddLoot(LootPack.LowScrolls, 6);
            AddLoot(LootPack.Gems, 5);

            if (Utility.RandomDouble() < 0.20)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(33))
                {
                case 0: weapon = new BattleAxe(); break;

                case 1: weapon = new ExecutionersAxe(); break;

                case 2: weapon = new LargeBattleAxe(); break;

                case 3: weapon = new WarAxe(); break;

                case 4: weapon = new Bow(); break;

                case 5: weapon = new Crossbow(); break;

                case 6: weapon = new HeavyCrossbow(); break;

                case 7: weapon = new WarHammer(); break;

                case 8: weapon = new WarMace(); break;

                case 9: weapon = new Bardiche(); break;

                case 10: weapon = new Halberd(); break;

                case 11: weapon = new Spear(); break;

                case 12: weapon = new QuarterStaff(); break;

                case 13: weapon = new Katana(); break;

                case 14: weapon = new Longsword(); break;

                case 15: weapon = new VikingSword(); break;

                case 16: weapon = new CompositeBow(); break;

                case 17: weapon = new CrescentBlade(); break;

                case 18: weapon = new DoubleBladedStaff(); break;

                case 19: weapon = new Lance(); break;

                case 20: weapon = new PaladinSword(); break;

                case 21: weapon = new Scythe(); break;

                case 22: weapon = new Daisho(); break;

                case 23: weapon = new Lajatang(); break;

                case 24: weapon = new NoDachi(); break;

                case 25: weapon = new Tetsubo(); break;

                case 26: weapon = new Yumi(); break;

                case 27: weapon = new ElvenCompositeLongbow(); break;

                case 28: weapon = new OrnateAxe(); break;

                case 29: weapon = new RadiantScimitar(); break;

                case 30: weapon = new WarCleaver(); break;

                case 31: weapon = new WildStaff(); break;

                default: weapon = new DiamondMace(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 5, 35, 50);
                weapon.Hue = 1461;

                PackItem(weapon);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(5))
                {
                case 0: armor = new CrusaderGauntlets(); break;

                case 1: armor = new CrusaderGorget(); break;

                case 2: armor = new CrusaderLeggings(); break;

                case 3: armor = new CrusaderSleeves(); break;

                default: armor = new CrusaderBreastplate(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 5, 35, 50);
                armor.Hue = 1461;

                PackItem(armor);
            }

            if (Utility.RandomDouble() < 0.20)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 5, 35, 50);
                clothing.Hue = 1461;

                PackItem(clothing);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseShield shield = new MetalKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 5, 35, 50);
                }
                shield.Hue = 1461;

                PackItem(shield);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 5, 35, 50);
                }
                bracelet.Hue = 1461;

                PackItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new GoldEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 5, 35, 50);
                }
                earrings.Hue = 1461;

                PackItem(earrings);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 5, 35, 50);
                }
                necklace.Hue = 1461;

                PackItem(necklace);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new GoldRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 5, 35, 50);
                }
                ring.Hue = 1461;

                PackItem(ring);
            }
        }
Esempio n. 3
0
        public override void OnAfterSpawn()
        {
            base.OnAfterSpawn();

            Region reg = Region.Find(this.Location, this.Map);

            string World = Server.Misc.Worlds.GetMyWorld(this.Map, this.Location, this.X, this.Y);

            int clothColor = 0;
            int shieldType = 0;
            int helmType   = 0;
            int cloakColor = 0;

            Item weapon = new VikingSword(); weapon.Delete();

            if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Whisper")
            {
                clothColor = 0x96D;             shieldType = 0x1B72;    helmType = 0x140E;              cloakColor = 0x972;             weapon = new Longsword();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Glacial Hills")
            {
                clothColor = 0x482;             shieldType = 0x1B74;    helmType = 0x1412;              cloakColor = 0x542;             weapon = new Kryss();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Springvale")
            {
                clothColor = 0x595;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x593;             weapon = new Pike();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Elidor")
            {
                clothColor = 0x665;             shieldType = 0x1B7B;    helmType = 0x1412;              cloakColor = 0x664;             weapon = new Katana();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Islegem")
            {
                clothColor = 0x7D1;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x7D6;             weapon = new Spear();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Greensky Village")
            {
                clothColor = 0x7D7;             shieldType = 0;                 helmType = 0x1412;              cloakColor = 0x7DA;             weapon = new Bardiche();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Dusk")
            {
                clothColor = 0x601;             shieldType = 0x1B76;    helmType = 0x140E;              cloakColor = 0x600;             weapon = new Cutlass();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Starguide")
            {
                clothColor = 0x751;             shieldType = 0;                 helmType = 0x1412;              cloakColor = 0x758;             weapon = new BladedStaff();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Portshine")
            {
                clothColor = 0x847;             shieldType = 0x1B7A;    helmType = 0x140E;              cloakColor = 0x851;             weapon = new Mace();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Ranger Outpost")
            {
                clothColor = 0x598;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x83F;             weapon = new Spear();
            }
            else if (World == "the Land of Lodoria")               // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Castle of Knowledge" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria City Park" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria Cemetery" )
            {
                clothColor = 0x6E4;             shieldType = 0x1BC4;    helmType = 0x1412;              cloakColor = 0x6E7;             weapon = new Scimitar();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Lunar City of Dawn")
            {
                clothColor = 0x9C4;             shieldType = 0x1B76;    helmType = 0x140E;              cloakColor = 0x9C4;             weapon = new DiamondMace();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Town of Devil Guard" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Farmland of Devil Guard")
            {
                clothColor = 0x430;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0;                 weapon = new LargeBattleAxe();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Moon")
            {
                clothColor = 0x8AF;             shieldType = 0x1B72;    helmType = 0x1412;              cloakColor = 0x972;             weapon = new Longsword();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Grey")
            {
                clothColor = 0;                 shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x763;             weapon = new Halberd();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Montor")
            {
                clothColor = 0x96F;             shieldType = 0x1B74;    helmType = 0x1412;              cloakColor = 0x529;             weapon = new Broadsword();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Fawn")
            {
                clothColor = 0x59D;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x59C;             weapon = new DoubleAxe();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Yew")
            {
                clothColor = 0x83C;             shieldType = 0;                 helmType = 0x1412;              cloakColor = 0x850;             weapon = new Spear();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Iceclad Fisherman's Village" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Mountain Crest" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Glacial Coast Village")
            {
                clothColor = 0x482;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x47E;             weapon = new Bardiche();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Undercity of Umbra")
            {
                clothColor = 0x964;             shieldType = 0x1BC3;    helmType = 0x140E;              cloakColor = 0x966;             weapon = new BoneHarvester();
            }
            else if (World == "the Island of Umber Veil")
            {
                clothColor = 0xA5D;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x96D;             weapon = new Halberd();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Kuldara")
            {
                clothColor = 0x965;             shieldType = 0x1BC3;    helmType = 0x140E;              cloakColor = 0x845;             weapon = new Maul();
            }
            else if (World == "the Isles of Dread")
            {
                clothColor = 0x978;             shieldType = 0;                 helmType = 0x2645;              cloakColor = 0x973;             weapon = new OrnateAxe();
            }
            else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Barako")
            {
                clothColor = 0x515;             shieldType = 0x1B72;    helmType = 0x2645;              cloakColor = 0x58D;             weapon = new WarMace();
            }
            else if (World == "the Savaged Empire")               // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Kurak" )
            {
                clothColor = 0x515;             shieldType = 0;                 helmType = 0x140E;              cloakColor = 0x59D;             weapon = new Spear();
            }
            else if (World == "the Serpent Island")               // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Furnace" )
            {
                clothColor = 0x515;             shieldType = 0;                 helmType = 0x2FBB;              cloakColor = 0;                 weapon = new Halberd();
            }
            else             // if ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Britain" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Castle Grounds" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "Lord British Castle" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Dungeons" )
            {
                clothColor = 0x9C4;             shieldType = 0x1BC4;    helmType = 0x140E;              cloakColor = 0x845;             weapon = new VikingSword();
            }

            weapon.Movable = false;
            ((BaseWeapon)weapon).MaxHitPoints = 1000;
            ((BaseWeapon)weapon).HitPoints    = 1000;
            ((BaseWeapon)weapon).MinDamage    = 500;
            ((BaseWeapon)weapon).MaxDamage    = 900;
            AddItem(weapon);

            AddItem(new PlateChest());
            if (World == "the Serpent Island")
            {
                AddItem(new RingmailArms());
            }
            else
            {
                AddItem(new PlateArms());
            }                                                                                                                       // FOR GARGOYLES
            AddItem(new PlateLegs());
            AddItem(new PlateGorget());
            AddItem(new PlateGloves());
            AddItem(new Boots( ));

            if (helmType > 0)
            {
                PlateHelm helm = new PlateHelm();
                helm.ItemID = helmType;
                helm.Name   = "helm";
                AddItem(helm);
            }
            if (shieldType > 0)
            {
                ChaosShield shield = new ChaosShield();
                shield.ItemID = shieldType;
                shield.Name   = "shield";
                AddItem(shield);
            }

            MorphingTime.ColorMyClothes(this, clothColor);

            if (cloakColor > 0)
            {
                Cloak cloak = new Cloak();
                cloak.Hue = cloakColor;
                AddItem(cloak);
            }

            Server.Misc.MorphingTime.CheckMorph(this);
        }
Esempio n. 4
0
        public Krysan()
            : base(AIType.AI_Mage, FightMode.Aggressor, 10, 1, 0.2, 0.4)
        {
            Name = "Krysan";
            Body = 0x190;

            SpeechHue = 44;

            Hue = 1175;

            BaseSoundID = 362;

            SetStr(2500);
            SetDex(300);
            SetInt(1100);

            SetHits(55000);

            SetDamage(30, 35);

            SetDamageType(ResistanceType.Physical, 50);
            SetDamageType(ResistanceType.Fire, 50);

            SetResistance(ResistanceType.Physical, 0, 0);
            SetResistance(ResistanceType.Fire, 120);
            SetResistance(ResistanceType.Cold, 10, 12);
            SetResistance(ResistanceType.Poison, 10, 12);
            SetResistance(ResistanceType.Energy, 10, 12);

            SetSkill(SkillName.EvalInt, 125.3);
            SetSkill(SkillName.Swords, 120.1, 130.0);
            SetSkill(SkillName.Necromancy, 120.1, 130.0);
            SetSkill(SkillName.Magery, 125.0);
            SetSkill(SkillName.MagicResist, 125.0);
            SetSkill(SkillName.Tactics, 130.0);
            SetSkill(SkillName.Wrestling, 130.0);
            SetSkill(SkillName.Meditation, 130.0);
            SetSkill(SkillName.Anatomy, 125.0);
            SetSkill(SkillName.DetectHidden, 120.0);
            SetSkill(SkillName.SpiritSpeak, 120);

            Fame  = 20000;
            Karma = -20000;

            VirtualArmor = 80;

            AddItem(new Cloak(0x485));
            AddItem(new ThighBoots(1175));

            OrnateAxe axe = new OrnateAxe();

            axe.Movable = false;
            AddItem(axe);

            DragonHelm helm = new DragonHelm();

            helm.Resource = CraftResource.BlackScales;
            helm.Movable  = false;
            AddItem(helm);

            DragonChest chest = new DragonChest();

            chest.Resource = CraftResource.BlackScales;
            chest.Movable  = false;
            AddItem(chest);

            DragonArms arms = new DragonArms();

            arms.Resource = CraftResource.BlackScales;
            arms.Movable  = false;
            AddItem(arms);

            DragonGloves gloves = new DragonGloves();

            gloves.Resource = CraftResource.BlackScales;
            gloves.Movable  = false;
            AddItem(gloves);

            DragonLegs legs = new DragonLegs();

            legs.Resource = CraftResource.BlackScales;
            legs.Movable  = false;
            AddItem(legs);
        }
Esempio n. 5
0
        public override void OnSpeech(SpeechEventArgs e)
        {
            #region Here is the list of Random Words you can use
            string dat_Facet              = TalkingNPCsXMLReader.RandomName("dat_Facet");
            string dat_TownRegion         = TalkingNPCsXMLReader.RandomName("dat_TownRegion");
            string dat_DungeonRegion      = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion");
            string dat_NoHousingRegion    = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion");
            string dat_Other              = TalkingNPCsXMLReader.RandomName("dat_Other");
            string dat_Shrine             = TalkingNPCsXMLReader.RandomName("dat_Shrine");
            string dat_article1           = TalkingNPCsXMLReader.RandomName("dat_article");
            string dat_article2           = TalkingNPCsXMLReader.RandomName("dat_article");
            string dat_noun1              = TalkingNPCsXMLReader.RandomName("dat_noun");
            string dat_noun2              = TalkingNPCsXMLReader.RandomName("dat_noun");
            string dat_noun3              = TalkingNPCsXMLReader.RandomName("dat_noun");
            string dat_noun4              = TalkingNPCsXMLReader.RandomName("dat_noun");
            string dat_verb1              = TalkingNPCsXMLReader.RandomName("dat_verb");
            string dat_verb2              = TalkingNPCsXMLReader.RandomName("dat_verb");
            string dat_verbing1           = TalkingNPCsXMLReader.RandomName("dat_verbing");
            string dat_verbing2           = TalkingNPCsXMLReader.RandomName("dat_verbing");
            string dat_verb3rd1           = TalkingNPCsXMLReader.RandomName("dat_verb3rd");
            string dat_verb3rd2           = TalkingNPCsXMLReader.RandomName("dat_verb3rd");
            string dat_verbed1            = TalkingNPCsXMLReader.RandomName("dat_verbed");
            string dat_verbed2            = TalkingNPCsXMLReader.RandomName("dat_verbed");
            string dat_preposition1       = TalkingNPCsXMLReader.RandomName("dat_preposition");
            string dat_preposition2       = TalkingNPCsXMLReader.RandomName("dat_preposition");
            string dat_adj1               = TalkingNPCsXMLReader.RandomName("dat_adj");
            string dat_adj2               = TalkingNPCsXMLReader.RandomName("dat_adj");
            string dat_Greeting           = TalkingNPCsXMLReader.RandomName("dat_Greeting");
            string dat_Language1          = TalkingNPCsXMLReader.RandomName("dat_Language");
            string dat_Language2          = TalkingNPCsXMLReader.RandomName("dat_Language");
            string dat_Language3          = TalkingNPCsXMLReader.RandomName("dat_Language");
            string dat_Armor              = TalkingNPCsXMLReader.RandomName("dat_Armor");
            string dat_Creature1          = TalkingNPCsXMLReader.RandomName("dat_Creature");
            string dat_Creature2          = TalkingNPCsXMLReader.RandomName("dat_Creature");
            string dat_Room1              = TalkingNPCsXMLReader.RandomName("dat_Room");
            string dat_Room2              = TalkingNPCsXMLReader.RandomName("dat_Room");
            string dat_Furniture1         = TalkingNPCsXMLReader.RandomName("dat_Furniture");
            string dat_Furniture2         = TalkingNPCsXMLReader.RandomName("dat_Furniture");
            string dat_Liquid1            = TalkingNPCsXMLReader.RandomName("dat_Liquid");
            string dat_Number1            = TalkingNPCsXMLReader.RandomName("dat_Number");
            string dat_PlayingCards       = TalkingNPCsXMLReader.RandomName("dat_PlayingCards");
            string dat_MinocShop          = TalkingNPCsXMLReader.RandomName("dat_MinocShop");
            string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem");
            #endregion

            string playername = e.Mobile.Name;
            string speech     = e.Speech.ToLower();

            #region Player says "Hi"
            for (int i = 0; i < Greetings.Length; i++)
            {
                if (speech == Greetings[i])
                {
                    switch (Utility.Random(4))  //picks one of the following
                    {
                    case 0:
                    { Say(String.Format("{0}, {1} found {2}, would you like to look for something too?", dat_Greeting, dat_Creature1, dat_Armor)); break; }

                    case 1:
                    { Say(String.Format("A quest for {0} {1}?  Just say 'YES'!", dat_adj1, playername)); break; }

                    case 2:
                    { Say(String.Format("{0} I have may quest for you, do you wish to join?", playername)); break; }

                    case 3:
                    { Say(String.Format("{0}, there are so many quest, just ask for one.", playername)); break; }
                    }
                }
            }
            #endregion

            #region Play says "Yes" or some other response
            for (int i = 0; i < Response.Length; i++)
            {
                if (speech == Response[i])
                {
                    if (m_ItemHasBeenReturned == true)
                    {
                        QuestGiverItemTimer t = new QuestGiverItemTimer();
                        t.Start();

                        switch (Utility.Random(4))  //picks one of the following
                        {
                        case 0:
                        {
                            playername = char.ToUpper(playername[0]) + playername.Substring(1);
                            string TheQuest = String.Format("QUEST: ({0} Minute Limit) - {1} is searching for a {2} near the {3} in Minoc.  Find it before {4} and return it to the Quest Giver.", m_CountDown, playername, dat_MinocShopQuestItem, dat_MinocShop, playername);
                            World.Broadcast(0x35, true, TheQuest);
                            e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest));
                            break;
                        }

                        case 1:
                        {
                            string TheQuest = String.Format("QUEST: ({0} Minute Limit) - Find the {1} near the {2} in Minoc and return it to the Quest Giver, before {3} does.", m_CountDown, dat_MinocShopQuestItem, dat_MinocShop, playername);
                            World.Broadcast(0x35, true, TheQuest);
                            e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest));
                            break;
                        }

                        case 2:
                        {
                            string TheQuest = String.Format("QUEST: ({0} Minute Limit) - Help {1} in Minoc find the {2} near the {3}, return it to the Quest Giver.", m_CountDown, playername, dat_MinocShopQuestItem, dat_MinocShop);
                            World.Broadcast(0x35, true, TheQuest);
                            e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest));
                            break;
                        }

                        case 3:
                        {
                            string TheQuest = String.Format("QUEST: ({0} Minute Limit) - Lost in Minoc, is a {1}.  Said to be near the {2}, {3} is seeking it out.  Are you?  Take it to the Quest Giver.", m_CountDown, dat_MinocShopQuestItem, dat_MinocShop, playername);
                            World.Broadcast(0x35, true, TheQuest);
                            e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest));
                            break;
                        }
                        }

                        //Choose Item Location
                        #region Randomly Pick Location
                        switch (dat_MinocShop)  //picks one of the following
                        {
                        case "Warrior's Battle Gear":
                            x = 2525;
                            y = 578;
                            z = 0;
                            break;

                        case "Healing Hand":
                            x = 2576;
                            y = 603;
                            z = 0;
                            break;

                        case "Bank of Minoc":
                            x = 2505;
                            y = 560;
                            z = 0;
                            break;

                        case "The Forgery":
                            x = 2470;
                            y = 569;
                            z = 5;
                            break;

                        case "The Slaughtered Cow":
                            x = 2472;
                            y = 458;
                            z = 15;
                            break;

                        case "Gears and Gadgets":
                            x = 2472;
                            y = 458;
                            z = 15;
                            break;

                        case "The Oak Throne":
                            x = 2510;
                            y = 482;
                            z = 15;
                            break;

                        case "The Stretched Hide":
                            x = 2523;
                            y = 536;
                            z = 0;
                            break;

                        case "The Barnacle":
                            x = 2470;
                            y = 413;
                            z = 15;
                            break;

                        case "Minoc Town Hall":
                            x = 2428;
                            y = 536;
                            z = 0;
                            break;

                        case "The Mystical Lute":
                            x = 2432;
                            y = 555;
                            z = 0;
                            break;

                        case "The New World Order":
                            x = 2482;
                            y = 440;
                            z = 15;
                            break;

                        case "The Old Miners' Supplies":
                            x = 2459;
                            y = 432;
                            z = 15;
                            break;

                        case "The Golden Pick Axe":
                            x = 2500;
                            y = 440;
                            z = 0;
                            break;

                        case "The Survival Shop":
                            x = 2534;
                            y = 560;
                            z = 0;
                            break;

                        case "The Matewan":
                            x = 2459;
                            y = 492;
                            z = 15;
                            break;

                        case "Stables":
                            x = 2521;
                            y = 379;
                            z = 23;
                            break;

                        case "Counselor's Guild":
                            x = 2436;
                            y = 443;
                            z = 15;
                            break;

                        default:      //if all else fails drop item near by
                        {
                            x = Location.X + Utility.RandomMinMax(-5, 5);
                            y = Location.Y + Utility.RandomMinMax(-5, 5);
                            z = Map.GetAverageZ(x, y);
                            break;
                        }
                            #endregion
                        }

                        x = x + Utility.RandomMinMax(-5, 5);
                        y = y + Utility.RandomMinMax(-5, 5);

                        if (Map.CanFit(x, y, Location.Z, 1))
                        {
                            Item item = new OrnateAxe();
                            item.Name = dat_MinocShopQuestItem;
                            item.MoveToWorld(new Point3D(x, y, Location.Z), Map);
                            m_ItemHasBeenReturned = false;
                        }
                        else if (Map.CanFit(x, y, z, 1))
                        {
                            Item item = new OrnateAxe();
                            item.Name = dat_MinocShopQuestItem;
                            item.MoveToWorld(new Point3D(x, y, z), Map);
                            m_ItemHasBeenReturned = false;
                        }
                    }
                    else
                    {
                        e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest));
                        Say(String.Format("The quest item has not been found. "));
                    }
                }
            }
            #endregion
        }