public static void CreateReward(EventRewardInfo info, Mobile m) { if (m == null) return; Item item = null; switch (info.IncrID) { case 0: item = new MagicSewingKit(1); break; case 1: string str = "PottedCactus"; int randint = Utility.Random(6); if (randint > 0) str = str + randint.ToString(); Type type = ScriptCompiler.FindTypeByName(str); item = (Item)Activator.CreateInstance(type); item.Weight = 100; break; case 2: if (Utility.RandomBool()) item = new PottedTree(); else item = new PottedTree1(); break; case 3: switch (Utility.Random(3)) { case 0: item = new PottedPlant(); break; case 1: item = new PottedPlant1(); break; case 2: item = new PottedPlant2(); break; } break; case 4: item = new SpecialHairDye(); break; case 5: item = new SpecialBeardDye(); break; case 6: item = new TempHorseEthereal(50); item.Hue = Utility.Random(795, 7); break; case 7: item = new FireworksWand(99); break; case 8: item = new LayeredSashDeed(); break; case 9: item = new SkillBall(1); break; case 10: item = new SkillBall(5); break; case 11: item = new SkillBall(10); break; case 12: item = new SkillBall(25); break; case 13: item = new SkillBall(50); break; case 14: item = new PersonalisationDeed(); break; case 15: item = new CrystalPedestalAddonDeed(); break; case 16: item = new FountainStoneAddonDeed(); break; case 17: item = new FountainSandstoneAddonDeed(); break; case 18: item = new SquirrelStatueEastDeed(); break; case 19: item = new SquirrelStatueSouthDeed(); break; case 20: item = new ArcanistStatueEastDeed(); break; case 21: item = new ArcanistStatueSouthDeed(); break; case 22: item = new WarriorStatueEastDeed(); break; case 23: item = new WarriorStatueSouthDeed(); break; case 24: item = new TempRobe(31); ((BaseClothing)item).Attributes.RegenHits = 3; break; case 25: item = new TempCloak(31); ((BaseClothing)item).Attributes.RegenHits = 3; break; case 26: item = new CampfireDeed(); break; case 27: item = new FireDeed(); break; case 28: item = new SoulstoneFragment(); ((SoulstoneFragment)item).Account = m.Account.Username; break; case 29: item = new NameChangeDeed(); break; case 30: item = new SexChangeDeed(); break; case 31: item = new KillResetDeedAOS(); break; case 32: item = new PetBondingDeed(); break; case 33: item = new WarHorseBondingDeed(); break; case 34: item = new AntiBlessDeed(); break; case 35: item = new WhisperingRose(m.Name); break; case 36: item = new WeddingDeed(); break; case 37: item = new KillBook(); ((KillBook)item).BookOwner = m; break; } if (item != null) { m.AddToBackpack(item); m.SendMessage("The reward item has been placed into your backpack, have fun!"); } else { m.SendMessage("That item is not available. Please report the bug at the site that will open in your browser."); m.LaunchBrowser( "http://bug.casiopia.net/" ); m.AddToBackpack( new CopperBar(info.Price) ); } }
private void GiveMagicItems() { ArrayList toGive = new ArrayList(); LogHelper Logger = new LogHelper("HarrowerLoot.log", false); ArrayList allNonExpiredPMDamageEntries = new ArrayList(); //New Looting method (Pix: 4/8/06) for (int i = 0; i < DamageEntries.Count; i++) { DamageEntry de = DamageEntries[i] as DamageEntry; if (de != null) { Logger.Log(LogType.Text, string.Format("DE[{0}]: {1} ({2})", i, de.Damager, de.Damager != null ? de.Damager.Name : "")); if (de.HasExpired) { Logger.Log(LogType.Text, string.Format("DE[{0}]: Expired", i)); } else { if (de.Damager != null && !de.Damager.Deleted) { if (de.Damager is BaseCreature) { Logger.Log(LogType.Text, string.Format("DE[{0}]: BaseCreature", i)); BaseCreature bc = (BaseCreature)de.Damager; if (bc.ControlMaster != null && !bc.ControlMaster.Deleted) { //de.Damager = bc.ControlMaster; DamageEntry cmde = new DamageEntry(bc.ControlMaster); cmde.DamageGiven = de.DamageGiven; de = cmde; Logger.Log(LogType.Text, string.Format("DE[{0}]: New Damager: {1}", i, de.Damager.Name)); } } if (de.Damager is PlayerMobile) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PlayerMobile", i)); if (de.Damager.Alive) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PM Alive", i)); bool bFound = false; for (int j = 0; j < allNonExpiredPMDamageEntries.Count; j++) { DamageEntry de2 = (DamageEntry)allNonExpiredPMDamageEntries[j]; if (de2.Damager == de.Damager) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PM Found, adding damage", i)); de2.DamageGiven += de.DamageGiven; bFound = true; break; } } if (!bFound) { Logger.Log(LogType.Text, string.Format("DE[{0}]: PM not found, adding", i)); allNonExpiredPMDamageEntries.Add(de); } } } } } } } //Remove any PMs that are over 100 tiles away ArrayList toRemove = new ArrayList(); for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++) { DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i]; if (de.Damager.GetDistanceToSqrt(this.Location) > 100) { Logger.Log(LogType.Text, string.Format("Removing {0} for being too far away at death", de.Damager.Name)); toRemove.Add(allNonExpiredPMDamageEntries[i]); } } for (int i = 0; i < toRemove.Count; i++) { allNonExpiredPMDamageEntries.Remove(toRemove[i]); } int topDamage = 0; int minDamage = 0; for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++) { DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i]; if (de.DamageGiven > topDamage) topDamage = de.DamageGiven; Logger.Log(LogType.Text, string.Format("Non-Expired[{0}]: {1} (damage: {2})", i, de.Damager.Name, de.DamageGiven)); } //Now filter on 'enough' damage if (HitsMax >= 3000) minDamage = topDamage / 16; else if (HitsMax >= 1000) minDamage = topDamage / 8; else if (HitsMax >= 200) minDamage = topDamage / 4; else minDamage = topDamage / 2; Logger.Log(LogType.Text, string.Format("HitsMax: {0}, TopDamage: {1}, MinDamage: {2}", HitsMax, topDamage, minDamage)); for (int i = 0; i < allNonExpiredPMDamageEntries.Count; i++) { DamageEntry de = (DamageEntry)allNonExpiredPMDamageEntries[i]; if (de.DamageGiven >= minDamage) { toGive.Add(de.Damager); } } if (toGive.Count == 0) return; // Randomize for (int i = 0; i < toGive.Count; ++i) { int rand = Utility.Random(toGive.Count); object hold = toGive[i]; toGive[i] = toGive[rand]; toGive[rand] = hold; } Logger.Log(LogType.Text, ""); // new line Logger.Log(LogType.Text, "Randomized list of players:"); for (int i = 0; i < toGive.Count; ++i) { Mobile mob = toGive[i] as Mobile; Logger.Log(LogType.Mobile, mob, "alive:" + mob.Alive.ToString()); } Logger.Log(LogType.Text, ""); // new line Logger.Log(LogType.Text, "Begin loot distribution: Who/What:"); // Loop goes until we've generated MaxGifts items. for (int i = 0; i < MaxGifts; ++i) { Item reward = null; Mobile m = (Mobile)toGive[i % toGive.Count]; switch (Utility.Random(10)) { case 0: // Power/Vanq Weapon case 1: case 2: // 3 in 10 chance { // 33% chance at best reward = CreateWeapon((0.32 >= Utility.RandomDouble()) ? 5 : 4); break; } case 3: // Fort/Invul Armor case 4: case 5: // 3 in 10 chance { // 33% chance at best reward = CreateArmor((0.32 >= Utility.RandomDouble()) ? 5 : 4); break; } case 6: // hair/beard dye { // 1 in 10 chance if (Utility.RandomBool()) reward = new SpecialHairDye(); else reward = new SpecialBeardDye(); break; } case 7: // special cloth { // 1 in 10 chance reward = new UncutCloth(50); if (Utility.RandomBool()) // best ore hues (vet rewards) + really dark 'evil cloth' reward.Hue = Utility.RandomList(2213, 2219, 2207, 2425, 1109); else reward.Hue = 0x01; // black cloth break; } case 8: // potted plant { // 1 in 10 chance switch (Utility.Random(11)) { default: // should never happen case 0: reward = new PottedCactus(); break; case 1: reward = new PottedCactus1(); break; case 2: reward = new PottedCactus2(); break; case 3: reward = new PottedCactus3(); break; case 4: reward = new PottedCactus4(); break; case 5: reward = new PottedCactus5(); break; case 6: reward = new PottedPlant(); break; case 7: reward = new PottedPlant1(); break; case 8: reward = new PottedPlant2(); break; case 9: reward = new PottedTree(); break; case 10: reward = new PottedTree1(); break; } break; } default: // Should never happen /* fall through*/ case 9: // Magic Item Drop { // 1 in 10 chance reward = Loot.RandomClothingOrJewelry(); if (reward != null) { int minLevel = 3; int maxLevel = 3; if (reward is BaseClothing) ((BaseClothing)reward).SetRandomMagicEffect(minLevel, maxLevel); else if (reward is BaseJewel) ((BaseJewel)reward).SetRandomMagicEffect(minLevel, maxLevel); } break; } } if (reward != null) { // Drop the new weapon into their backpack and send them a message. m.SendMessage("You have received a special item!"); m.AddToBackpack(reward); Logger.Log(LogType.Mobile, m, "alive:" + m.Alive.ToString()); Logger.Log(LogType.Item, reward, string.Format("Hue:{0}:Rare:{1}", reward.Hue, (reward is BaseWeapon || reward is BaseArmor || reward is BaseClothing || reward is BaseJewel) ? "False" : "True")); } } // done logging Logger.Finish(); }