public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... RemoveItem(masterFrederick, QuestPlayer, dustyOldMap); if (QuestPlayer.HasAbilityToUseItem(recruitsArms)) { GiveItem(masterFrederick, QuestPlayer, recruitsArms); } else { GiveItem(masterFrederick, QuestPlayer, recruitsSleeves); } QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 240, true); long money = Money.GetMoney(0, 0, 0, 6, Util.Random(50)); QuestPlayer.AddMoney(money, "You recieve {0} as a reward."); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.UseSlot, new DOLEventHandler(PlayerUseSlot)); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... RemoveItem(dalikor, QuestPlayer, necklaceOfDoppelganger); // Give reward to player here ... if (QuestPlayer.HasAbilityToUseItem(recruitsBoots)) { GiveItem(dalikor, QuestPlayer, recruitsBoots); } else { GiveItem(dalikor, QuestPlayer, recruitsQuiltedBoots); } QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 40, true); long money = Money.GetMoney(0, 0, 0, 4, Util.Random(50)); QuestPlayer.AddMoney(money, "You recieve {0} as a reward."); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.UseSlot, new DOLEventHandler(PlayerUseSlot)); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 145, true); QuestPlayer.AddMoney(Money.GetMoney(0, 0, 0, 0, 50), "You are awarded 50 copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, 50); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 507, true); long money = Money.GetMoney(0, 0, 0, 7, Util.Random(50)); QuestPlayer.AddMoney(money, "You recieve {0} as a reward."); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, QuestPlayer.ExperienceForNextLevel / 25, true); long money = Money.GetMoney(0, 0, 0, 0, QuestPlayer.Level * 10 + 30); QuestPlayer.AddMoney(money, "You are awarded " + Money.GetString(money) + "!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, (long)((QuestPlayer.ExperienceForNextLevel - QuestPlayer.ExperienceForCurrentLevel) / 9.42), true); long money = Money.GetMoney(0, 0, 0, 9, 30 + Util.Random(50)); QuestPlayer.AddMoney(money, "You are awarded 9 silver and some copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, QuestPlayer.Level * 10, true); QuestPlayer.AddMoney(Money.GetMoney(0, 0, 0, 0, 35 + QuestPlayer.Level), "You are awarded " + (35 + QuestPlayer.Level) + " copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, 35 + QuestPlayer.Level); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.UseSlot, new DOLEventHandler(PlayerUseSlot)); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 507, true); long money = Money.GetMoney(0, 0, 0, 7, Util.Random(50)); QuestPlayer.AddMoney(money, LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.FinishQuest.Text1")); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... GiveItem(argusBowman, QuestPlayer, dullBlackGem); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 160, true); long money = Money.GetMoney(0, 0, 0, 10, 30 + Util.Random(50)); QuestPlayer.AddMoney(money, "You are awarded 10 silver and some copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... GiveItem(freagus, QuestPlayer, recruitsCloak); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 12); long money = Money.GetMoney(0, 0, 0, 1, Util.Random(50)); QuestPlayer.AddMoney(money, LanguageMgr.GetTranslation(QuestPlayer.Client, "Hib.ImportantDelivery.FinishQuest.RecieveReward")); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... GiveItem(andrewWyatt, QuestPlayer, chokerOfTheBear); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 80, true); long money = Money.GetMoney(0, 0, 0, 4, Util.Random(50)); QuestPlayer.AddMoney(money, "You are awarded 4 silver and some copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... GiveItem(ydeniaPhilpott, QuestPlayer, silverRingOfHealth); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 20 + (QuestPlayer.Level - 1) * 5, true); long money = Money.GetMoney(0, 0, 0, 5, Util.Random(50)); QuestPlayer.AddMoney(money, "You are awarded 5 silver and some copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { base.FinishQuest(); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 40 + (QuestPlayer.Level - 1) * 4, true); long money = Money.GetMoney(0, 0, 0, 7, Util.Random(50)); QuestPlayer.AddMoney(money, "You are awarded 7 silver and some copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.UseSlot, new DOLEventHandler(PlayerUseSlot)); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... GiveItem(godelevaDowden, QuestPlayer, reedBracer); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 40 + (QuestPlayer.Level - 1) * 4, true); long money = Money.GetMoney(0, 0, 0, 7, Util.Random(50)); QuestPlayer.AddMoney(money, "You are awarded 7 silver and some copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.UseSlot, new DOLEventHandler(PlayerUseSlot)); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); }
public override void Notify(DOLEvent e, object sender, EventArgs args) { GamePlayer player = sender as GamePlayer; if (player == null || player.IsDoingQuest(typeof(AndrewsSkins)) == null) { return; } if (e == GamePlayerEvent.GiveItem) { if (Step == 1) { GiveItemEventArgs gArgs = (GiveItemEventArgs)args; if (gArgs.Target.Name == georNadren.Name && gArgs.Item.Id_nb == bundleOfBearSkins.Id_nb) { RemoveItem(georNadren, QuestPlayer, bundleOfBearSkins); georNadren.TurnTo(QuestPlayer); georNadren.SayTo(QuestPlayer, "Ah! These must be the skins I've been waiting for from Andrew. My, my, these are very high quality. He's a very skilled hunter indeed, with a fine eye for good pelts. Excellent! I have but one more [errand] I need for you to run for me."); Step = 2; return; } } else if (Step == 3) { GiveItemEventArgs gArgs = (GiveItemEventArgs)args; if (gArgs.Target.Name == georNadren.Name && gArgs.Item.Id_nb == spoolOfLeatherworkingThread.Id_nb) { RemoveItem(georNadren, QuestPlayer, spoolOfLeatherworkingThread); georNadren.TurnTo(QuestPlayer); georNadren.SayTo(QuestPlayer, "Excellent! Why, there is enough here to make several suits of armor. Thank you friend! Now, I think you need to return to Andrew in Cotswold and let him know I received the skins. Thank you again, and good journeys to you " + QuestPlayer.Name + "."); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 40, true); long money = Money.GetMoney(0, 0, 0, 2, Util.Random(50)); QuestPlayer.AddMoney(money, "You are awarded 2 silver and some copper!"); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); Step = 4; return; } } } }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... ItemTemplate dye = GameServer.Database.FindObjectByKey <ItemTemplate>("light_" + getRandomDyeColor() + "_cloth_dye"); if (dye != null) { GiveItem(arleighPenn, QuestPlayer, dye); } QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 2560, true); long money = Money.GetMoney(0, 0, 0, 0, 30 + Util.Random(50)); QuestPlayer.AddMoney(money, "You recieve {0} for your service."); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
public override void FinishQuest() { kealan.SayTo(QuestPlayer, "Great, the bloated spider fang and Arachneida's chitin. You did your job well! Now here, take this as a token of my gratitude."); base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 40050, true); long money = Money.GetMoney(0, 0, 0, 22, Util.Random(50)); QuestPlayer.AddMoney(money, "You recieve {0} for your service."); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); if (QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Wizard || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Sorcerer || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Cabalist || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Theurgist) { GiveItem(kealan, QuestPlayer, spiderSilkenRobe); } else if (QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Paladin || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Armsman || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Reaver || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Mercenary) { GiveItem(kealan, QuestPlayer, ringedSpiderChitinTunic); } else if (QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Cleric || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Scout || QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Minstrel) { GiveItem(kealan, QuestPlayer, studdedSpiderEyeVest); } else if (QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Friar) { GiveItem(kealan, QuestPlayer, spiderEmblazonedTunic); } else if (QuestPlayer.CharacterClass.ID == (byte)eCharacterClass.Infiltrator) { GiveItem(kealan, QuestPlayer, embossedSpiderTunic); } GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.UseSlot, new DOLEventHandler(PlayerUseSlot)); GameEventMgr.RemoveHandler(QuestPlayer, GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); }
public override void FinishQuest() { base.FinishQuest(); // Defined in Quest, changes the state, stores in DB etc ... // Give reward to player here ... if (QuestPlayer.HasAbilityToUseItem(recruitsLegs)) { GiveItem(dalikor, QuestPlayer, recruitsLegs); } else { GiveItem(dalikor, QuestPlayer, recruitsPants); } QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, 240, true); long money = Money.GetMoney(0, 0, 0, 5, Util.Random(50)); QuestPlayer.AddMoney(money, LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.FinishQuest.Text1")); InventoryLogging.LogInventoryAction("(QUEST;" + Name + ")", QuestPlayer, eInventoryActionType.Quest, money); }
/// <summary> /// Called when quest is finished, hands out rewards. /// </summary> public override void FinishQuest() { int inventorySpaceRequired = Rewards.BasicItems.Count + Rewards.ChosenItems.Count; if (QuestPlayer.Inventory.IsSlotsFree(inventorySpaceRequired, eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack)) { base.FinishQuest(); QuestPlayer.Out.SendSoundEffect(11, 0, 0, 0, 0, 0); QuestPlayer.GainExperience(GameLiving.eXPSource.Quest, Rewards.Experience); QuestPlayer.AddMoney(Rewards.Money); InventoryLogging.LogInventoryAction($"(QUEST;{Name})", QuestPlayer, eInventoryActionType.Quest, Rewards.Money); if (Rewards.GiveBountyPoints > 0) { QuestPlayer.GainBountyPoints(Rewards.GiveBountyPoints); } if (Rewards.GiveRealmPoints > 0) { QuestPlayer.GainRealmPoints(Rewards.GiveRealmPoints); } foreach (ItemTemplate basicReward in Rewards.BasicItems) { GiveItem(QuestPlayer, basicReward); } foreach (ItemTemplate optionalReward in Rewards.ChosenItems) { GiveItem(QuestPlayer, optionalReward); } QuestPlayer.Out.SendNPCsQuestEffect(QuestGiver, QuestGiver.GetQuestIndicator(QuestPlayer)); } else { QuestPlayer.Out.SendMessage($"Your inventory is full, you need {inventorySpaceRequired} free slot(s) to complete this quest.", eChatType.CT_System, eChatLoc.CL_SystemWindow); Rewards.ChosenItems.Clear(); } }