コード例 #1
0
        public void SpawnRestlessSoul(Mobile target)
        {
            Map map = this.Map;

            if (map == null)
            {
                return;
            }

            int newRestlessSoul = 1;

            for (int i = 0; i < newRestlessSoul; ++i)
            {
                RestlessSoul RestlessSoul = new RestlessSoul();

                RestlessSoul.Team      = this.Team;
                RestlessSoul.FightMode = FightMode.Closest;

                bool    validLocation = false;
                Point3D loc           = this.Location;

                for (int j = 0; !validLocation && j < 10; ++j)
                {
                    int x = X + Utility.Random(3) - 1;
                    int y = Y + Utility.Random(3) - 1;
                    int z = map.GetAverageZ(x, y);

                    if (validLocation = map.CanFit(x, y, this.Z, 16, false, false))
                    {
                        loc = new Point3D(x, y, Z);
                    }
                    else if (validLocation = map.CanFit(x, y, z, 16, false, false))
                    {
                        loc = new Point3D(x, y, z);
                    }
                }

                RestlessSoul.MoveToWorld(loc, map);
                RestlessSoul.Combatant = target;
            }
        }
コード例 #2
0
		public virtual void SpawnEnemies( RVS Handeling, String RegionName, int amount)
		{
			int numberOfEnemies = amount;
			int kindOfEnemy = 0;
			int randomEnemy = 0;
			Mobile Enemy = null;
			//Mobile Enemy = new Sheep();
			
			int randomValueX = 0;
			int randomValueY = 0;
			int negative = 0;
			
			Point3D spawn;
			Map spawnmap;
			
			if ( RegionName == "Sheep" )
			{
				spawn = SheepSpawnPoint;
				spawnmap = SheepSpawnMap;
				kindOfEnemy = 0;
			}
			else if ( RegionName == "Rabbit" )
			{
				spawn = RabbitSpawnPoint;
				spawnmap = RabbitSpawnMap;
				kindOfEnemy = 1;
			}
			else
			{
				spawn = SheepSpawnPoint;
				spawnmap = SheepSpawnMap;
				kindOfEnemy = 0;
			}
			
			for ( int i = 0; i < numberOfEnemies; i++ )
			{
				//kindOfEnemy = Utility.Random( 5 );
				
				randomValueX = Utility.Random( 11 );
				negative = Utility.Random( 2 );
				if ( negative > 0 )
					randomValueX *= -1;
					
				negative = Utility.Random( 2 );
				randomValueY = Utility.Random( 11 );
				if ( negative > 0 )
					randomValueY *= -1;
				
				if ( Handeling.RvS )
				{ 
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Sheep();
								break;
							}
						case 1:
							{
								Enemy = new Rabbit();
								break;
							}
					}
				}
				else if ( Handeling.Orcs )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
					
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Orc();
								break;
							}
						case 1:
							{
								Enemy = new OrcishLord();
								break;
							}
						case 2:
							{
								Enemy = new Ettin();
								break;
							}
						case 3:
							{
								Enemy = new OrcishMage();
								break;
							}
					}
				}
				else if ( Handeling.Lizardmen )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Snake();
								break;
							}
						case 1:
							{
								Enemy = new GiantSerpent();
								break;
							}
						case 2:
							{
								Enemy = new Lizardman();
								break;
							}
						case 3:
							{
								Enemy = new Drake();
								break;
							}
					}
				}
				else if ( Handeling.Ratmen )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 15 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Sewerrat();
								break;
							}
						case 1:
							{
								Enemy = new GiantRat();
								break;
							}
						case 2:
							{
								Enemy = new Ratman();
								break;
							}
						case 3:
							{
								Enemy = new RatmanMage();
								break;
							}	
						case 4:
							{
								Enemy = new RatmanArcher();
								break;
							}
					}
				}
				else if ( Handeling.Undead )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 50 )
						kindOfEnemy++;
					if ( randomEnemy <= 40 )
						kindOfEnemy++;
					if ( randomEnemy <= 30 )
						kindOfEnemy++;
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
						
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Skeleton();
								break;
							}
						case 1:
							{
								Enemy = new Zombie();
								break;
							}
						case 2:
							{
								Enemy = new RestlessSoul();
								break;
							}
						case 3:
							{
								Enemy = new SkeletalMage();
								break;
							}
						case 4:
							{
								Enemy = new SkeletalKnight();
								break;
							}
						case 5:
							{
								Enemy = new Mummy();
								break;
							}
						case 6:
							{
								Enemy = new Lich();
								break;
							}
					}
				}
				
				Enemy.Map = spawnmap;
				Enemy.Location = new Point3D((spawn.X + randomValueX), (spawn.Y + randomValueY), (spawn.Z));
				
				Enemies.Add(Enemy);
			}
		}
コード例 #3
0
		public void SpawnRestlessSoul( Mobile target )
		{
			Map map = this.Map;

			if ( map == null )
				return;

			int newRestlessSoul = 1;

			for ( int i = 0; i < newRestlessSoul; ++i )
			{
				RestlessSoul RestlessSoul = new RestlessSoul();

				RestlessSoul.Team = this.Team;
				RestlessSoul.FightMode = FightMode.Closest;

				bool validLocation = false;
				Point3D loc = this.Location;

				for ( int j = 0; !validLocation && j < 10; ++j )
				{
					int x = X + Utility.Random( 3 ) - 1;
					int y = Y + Utility.Random( 3 ) - 1;
					int z = map.GetAverageZ( x, y );

					if ( validLocation = map.CanFit( x, y, this.Z, 16, false, false ) )
						loc = new Point3D( x, y, Z );
					else if ( validLocation = map.CanFit( x, y, z, 16, false, false ) )
						loc = new Point3D( x, y, z );
				}

				RestlessSoul.MoveToWorld( loc, map );
				RestlessSoul.Combatant = target;
			}
		}