public MagicFountainAddon(bool sandstone) { int itemID; if (sandstone) { itemID = 0x19C3; // sandstone } else { itemID = 0x1731; // stone } AddComponent(new MagicFountainPiece(this, itemID++), -2, +1, 0); AddComponent(new MagicFountainPiece(this, itemID++), -1, +1, 0); AddComponent(new MagicFountainPiece(this, itemID++), +0, +1, 0); AddComponent(new MagicFountainPiece(this, itemID++), +1, +1, 0); AddComponent(new MagicFountainPiece(this, itemID++), +1, +0, 0); AddComponent(new MagicFountainPiece(this, itemID++), +1, -1, 0); AddComponent(new MagicFountainPiece(this, itemID++), +1, -2, 0); AddComponent(new MagicFountainPiece(this, itemID++), +0, -2, 0); AddComponent(new MagicFountainPiece(this, itemID++), +0, -1, 0); AddComponent(new MagicFountainPiece(this, itemID++), +0, +0, 0); AddComponent(new MagicFountainPiece(this, itemID++), -1, +0, 0); AddComponent(new MagicFountainPiece(this, itemID++), -2, +0, 0); AddComponent(new MagicFountainPiece(this, itemID++), -2, -1, 0); AddComponent(new MagicFountainPiece(this, itemID++), -1, -1, 0); AddComponent(new MagicFountainPiece(this, itemID++), -1, -2, 0); AddComponent(new MagicFountainPiece(this, ++itemID), -2, -2, 0); switch (Utility.RandomMinMax(1, 5)) { case 1: m_MessageNum = FountainMessage.Cool; break; case 2: m_MessageNum = FountainMessage.Warm; break; case 3: m_MessageNum = FountainMessage.Clean; break; case 4: m_MessageNum = FountainMessage.Calm; break; case 5: m_MessageNum = FountainMessage.Fruit; break; } m_Magic = false; // Must be set by a gamemaster or better to be magical }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 1: { m_Jackpot = reader.ReadInt(); m_MessageNum = (FountainMessage)reader.ReadInt(); m_Magic = reader.ReadBool(); break; } } }