Esempio n. 1
0
        public void GenerateROG(GamePlayer player, eObjectType objectType, eSlot slot)
        {
            player.RemoveBountyPoints(2000);
            GameNPC mob = new GameNPC();

            mob.Name            = "Unique Object";
            mob.CurrentRegionID = 1;
            mob.Level           = (byte)(player.Level);
            if (mob.Level > 50)
            {
                mob.Level = 51;
            }

            LootList   lootlist = new LootList();
            ItemUnique item     = null;

            item             = new ItemUnique();
            item.Object_Type = (int)objectType;
            item.Item_Type   = (int)slot;

            mob.Level           = 60;
            mob.Name            = "TOA Mob";
            mob.CurrentRegionID = 30;
            mob.Z = 9999;
            lootlist.AddFixed(LootGeneratorUniqueObject.GenerateUniqueItem(mob, player, item), 1);
            foreach (ItemUnique unique in lootlist.GetLoot())
            {
                unique.Price = 0;
                GameServer.Database.AddObject(unique);
                InventoryItem invitem = GameInventoryItem.Create <ItemUnique>(unique);
                player.Inventory.AddItem(eInventorySlot.FirstEmptyBackpack, invitem);
                player.Out.SendMessage("Generated: " + unique.Name, eChatType.CT_System, eChatLoc.CL_SystemWindow);
            }
        }
Esempio n. 2
0
        public override bool WhisperReceive(GameLiving source, string text)
        {
            GamePlayer player = source as GamePlayer;

            if (player == null)
            {
                return(false);
            }
            for (eObjectType i = eObjectType._FirstArmor; i <= eObjectType._LastArmor; i++)
            {
                if (text == i.ToString())
                {
                    player.TempProperties.setProperty(ROG_OBJECT_TYPE, i);
                    string str = "";
                    str += "[Chest]\n";
                    str += "[Helm]\n";
                    str += "[Arms]\n";
                    str += "[Hands]\n";
                    str += "[Legs]\n";
                    str += "[Boots]\n";
                    SendReply(player, str);
                    return(true);
                }
            }
            for (eObjectType i = eObjectType._FirstWeapon; i <= eObjectType._LastWeapon; i++)
            {
                if (text == i.ToString())
                {
                    player.TempProperties.setProperty(ROG_OBJECT_TYPE, i);
                    string str = "";
                    str += "[One Handed]\n";
                    str += "[Left Handed]\n";
                    str += "[Two Handed]\n";
                    SendReply(player, str);
                    return(true);
                }
            }
            eSlot       slot = eSlot.FOURTHQUIVER;
            eObjectType type = eObjectType.AlchemyTincture;

            switch (text)
            {
            case "Chest":
                slot = eSlot.TORSO;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "Helm":
                slot = eSlot.HELM;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "Arms":
                slot = eSlot.ARMS;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "Hands":
                slot = eSlot.HANDS;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "Legs":
                slot = eSlot.LEGS;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "Boots":
                slot = eSlot.FEET;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "One Handed":
                slot = eSlot.RIGHTHAND;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "Left Handed":
                slot = eSlot.LEFTHAND;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;

            case "Two Handed":
                slot = eSlot.TWOHAND;
                type = player.TempProperties.getProperty <eObjectType>(ROG_OBJECT_TYPE);
                if (type != null)
                {
                    GenerateROG(player, type, slot);
                }
                break;
                break;
            }
            return(base.WhisperReceive(source, text));
        }