public override bool AddToWorld() { int color = Util.Random(0, 86); GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.Cloak, 3802); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 3390); template.AddNPCEquipment(eInventorySlot.LegsArmor, 3391); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 3392); template.AddNPCEquipment(eInventorySlot.HandsArmor, 3393); template.AddNPCEquipment(eInventorySlot.FeetArmor, 3394); Inventory = template.CloseTemplate(); Level = 60; Name = "Labyrinth Weapons"; GuildName = "Hib Merchant"; Model = 334; Size = 54; RespawnInterval = 2000; MaxSpeedBase = 0; Realm = 0; TradeItems = new MerchantTradeItems("HibLabWeaps"); return base.AddToWorld(); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Hugh Gallen", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { hughGallen = new GameNPC(); hughGallen.Model = 40; hughGallen.Name = "Hugh Gallen"; if (log.IsWarnEnabled) { log.Warn("Could not find " + hughGallen.Name + ", creating him ..."); } hughGallen.GuildName = "Part of " + questTitle + " Quest"; hughGallen.Realm = eRealm.Albion; hughGallen.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); hughGallen.Inventory = template.CloseTemplate(); hughGallen.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); hughGallen.Size = 49; hughGallen.Level = 38; hughGallen.X = 574640; hughGallen.Y = 531109; hughGallen.Z = 2896; hughGallen.Heading = 2275; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { hughGallen.SaveIntoDatabase(); } hughGallen.AddToWorld(); } else { hughGallen = npcs[0]; } #endregion #region defineItems // item db check beltOfAnimation = GameServer.Database.FindObjectByKey <ItemTemplate>("belt_of_animation"); if (beltOfAnimation == null) { beltOfAnimation = new ItemTemplate(); beltOfAnimation.Name = "Belt of Animation"; if (log.IsWarnEnabled) { log.Warn("Could not find " + beltOfAnimation.Name + ", creating it ..."); } beltOfAnimation.Level = 5; beltOfAnimation.Weight = 3; beltOfAnimation.Model = 597; beltOfAnimation.Object_Type = (int)eObjectType.Magical; beltOfAnimation.Item_Type = (int)eEquipmentItems.WAIST; beltOfAnimation.Id_nb = "belt_of_animation"; beltOfAnimation.Price = 0; beltOfAnimation.IsPickable = true; beltOfAnimation.IsDropable = false; // can't be sold to merchand beltOfAnimation.Bonus1 = 6; beltOfAnimation.Bonus1Type = (int)eProperty.MaxHealth; beltOfAnimation.Quality = 100; beltOfAnimation.Condition = 1000; beltOfAnimation.MaxCondition = 1000; beltOfAnimation.Durability = 1000; beltOfAnimation.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(beltOfAnimation); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(hughGallen, GameLivingEvent.Interact, new DOLEventHandler(TalkToHughGallen)); GameEventMgr.AddHandler(hughGallen, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHughGallen)); /* Now we bring to Yetta Fletcher the possibility to give this quest to players */ hughGallen.AddQuestToGive(typeof(ClericMulgrut)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Godeleva Dowden", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { godelevaDowden = new GameNPC(); godelevaDowden.Model = 7; godelevaDowden.Name = "Godeleva Dowden"; if (log.IsWarnEnabled) log.Warn("Could not find " + godelevaDowden.Name + ", creating him ..."); godelevaDowden.GuildName = "Part of " + questTitle + " Quest"; godelevaDowden.Realm = eRealm.Albion; godelevaDowden.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.FeetArmor, 138); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 134); template.AddNPCEquipment(eInventorySlot.LegsArmor, 135); godelevaDowden.Inventory = template.CloseTemplate(); godelevaDowden.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); godelevaDowden.Size = 48; godelevaDowden.Level = 40; godelevaDowden.X = 559528; godelevaDowden.Y = 510953; godelevaDowden.Z = 2488; godelevaDowden.Heading = 1217; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) godelevaDowden.SaveIntoDatabase(); godelevaDowden.AddToWorld(); } else godelevaDowden = npcs[0]; #endregion #region defineItems // item db check woodenBucket = GameServer.Database.FindObjectByKey<ItemTemplate>("wooden_bucket"); if (woodenBucket == null) { if (log.IsWarnEnabled) log.Warn("Could not find Wooden Bucket, creating it ..."); woodenBucket = new ItemTemplate(); woodenBucket.Name = "Wooden Bucket"; woodenBucket.Level = 1; woodenBucket.Weight = 10; woodenBucket.Model = 1610; woodenBucket.Object_Type = (int)eObjectType.GenericItem; woodenBucket.Id_nb = "wooden_bucket"; woodenBucket.Price = 0; woodenBucket.IsPickable = false; woodenBucket.IsDropable = false; woodenBucket.Quality = 100; woodenBucket.Condition = 1000; woodenBucket.MaxCondition = 1000; woodenBucket.Durability = 1000; woodenBucket.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(woodenBucket); } // item db check fullWoodenBucket = GameServer.Database.FindObjectByKey<ItemTemplate>("full_wooden_bucket"); if (fullWoodenBucket == null) { if (log.IsWarnEnabled) log.Warn("Could not find Full Wooden Bucket, creating it ..."); fullWoodenBucket = new ItemTemplate(); fullWoodenBucket.Name = "Full Wooden Bucket"; fullWoodenBucket.Level = 1; fullWoodenBucket.Weight = 250; fullWoodenBucket.Model = 1610; fullWoodenBucket.Object_Type = (int)eObjectType.GenericItem; fullWoodenBucket.Id_nb = "full_wooden_bucket"; fullWoodenBucket.Price = 0; fullWoodenBucket.IsPickable = false; fullWoodenBucket.IsDropable = false; fullWoodenBucket.Quality = 100; fullWoodenBucket.Condition = 1000; fullWoodenBucket.MaxCondition = 1000; fullWoodenBucket.Durability = 1000; fullWoodenBucket.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(fullWoodenBucket); } // item db check reedBracer = GameServer.Database.FindObjectByKey<ItemTemplate>("reed_bracer"); if (reedBracer == null) { if (log.IsWarnEnabled) log.Warn("Could not find Reed Bracer of Health creating it ..."); reedBracer = new ItemTemplate(); reedBracer.Name = "Reed Bracer"; reedBracer.Level = 3; reedBracer.Weight = 1; reedBracer.Model = 598; reedBracer.Object_Type = (int)eObjectType.Magical; reedBracer.Item_Type = (int)eEquipmentItems.L_BRACER; reedBracer.Id_nb = "reed_bracer"; reedBracer.Price = Money.GetMoney(0,0,0,0,30); reedBracer.IsPickable = true; reedBracer.IsDropable = true; reedBracer.Bonus = 1; reedBracer.Bonus1Type = (int)eProperty.MaxHealth; reedBracer.Bonus1 = 8; reedBracer.Bonus2Type = (int)eProperty.Resist_Cold; reedBracer.Bonus2 = 1; reedBracer.Quality = 100; reedBracer.Condition = 1000; reedBracer.MaxCondition = 1000; reedBracer.Durability = 1000; reedBracer.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(reedBracer); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld)); GameEventMgr.AddHandler(godelevaDowden, GameLivingEvent.Interact, new DOLEventHandler(TalkToGodelevaDowden)); GameEventMgr.AddHandler(godelevaDowden, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToGodelevaDowden)); /* Now we bring to Ydenia the possibility to give this quest to players */ godelevaDowden.AddQuestToGive(typeof(GodelevasNeed)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static GameNPC GetMasterFrederick() { GameNPC[] npcs = WorldMgr.GetNPCsByName("Master Frederick", eRealm.Albion); GameNPC masterFrederick = null; if (npcs.Length == 0) { masterFrederick = new GameNPC(); masterFrederick.Model = 32; masterFrederick.Name = "Master Frederick"; if (log.IsWarnEnabled) log.Warn("Could not find " + masterFrederick.Name + ", creating him ..."); masterFrederick.GuildName = "Part of Frederick Quests"; masterFrederick.Realm = eRealm.Albion; masterFrederick.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 41); template.AddNPCEquipment(eInventorySlot.LegsArmor, 42); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.Cloak, 91); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 4); masterFrederick.Inventory = template.CloseTemplate(); masterFrederick.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.TORSO, 41, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.LEG, 42, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.BOOT, 40, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.CLOAK, 91, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.RIGHT_HAND, 4, 0, 0, 0); masterFrederick.Size = 50; masterFrederick.Level = 50; masterFrederick.X = 567969; masterFrederick.Y = 509880; masterFrederick.Z = 2861; masterFrederick.Heading = 65; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; masterFrederick.SetOwnBrain(brain); //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) masterFrederick.SaveIntoDatabase(); masterFrederick.AddToWorld(); } else masterFrederick = npcs[0]; return masterFrederick; }
protected virtual void CreateMorgana() { if (Morgana == null) { Morgana = new GameNPC(); Morgana.Model = 283; Morgana.Name = "Morgana"; if (log.IsWarnEnabled) log.Warn("Could not find " + Morgana.Name + " , creating it ..."); Morgana.GuildName = ""; Morgana.Realm = eRealm.None; Morgana.CurrentRegionID = 1; Morgana.Size = 51; Morgana.Level = 90; Morgana.X = 306056; Morgana.Y = 670106; Morgana.Z = 3095; Morgana.Heading = 3261; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; Morgana.SetOwnBrain(brain); GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 98, 43); template.AddNPCEquipment(eInventorySlot.FeetArmor, 133, 61); Morgana.Inventory = template.CloseTemplate(); // Morgana.AddNPCEquipment((byte) eVisibleItems.TORSO, 98, 43, 0, 0); // Morgana.AddNPCEquipment((byte) eVisibleItems.BOOT, 133, 61, 0, 0); } Morgana.AddToWorld(); }
protected void CreateBriediClone() { GameNpcInventoryTemplate template; if (briediClone == null) { briediClone = new GameNPC(); briediClone.Model = 157; briediClone.Name = "Master Briedi"; briediClone.GuildName = "Part of " + questTitle + " Quest"; briediClone.Realm = eRealm.Midgard; briediClone.CurrentRegionID = 100; briediClone.Size = 50; briediClone.Level = 45; briediClone.X = GameLocation.ConvertLocalXToGlobalX(45394, 100); briediClone.Y = GameLocation.ConvertLocalYToGlobalY(39768, 100); briediClone.Z = 4709; briediClone.Heading = 107; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 348); template.AddNPCEquipment(eInventorySlot.LegsArmor, 349); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 350); template.AddNPCEquipment(eInventorySlot.HandsArmor, 351); template.AddNPCEquipment(eInventorySlot.FeetArmor, 352); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 640); briediClone.Inventory = template.CloseTemplate(); briediClone.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); // briediClone.AddNPCEquipment((byte) eEquipmentItems.TORSO, 348, 0, 0, 0); // briediClone.AddNPCEquipment((byte) eEquipmentItems.LEGS, 349, 0, 0, 0); // briediClone.AddNPCEquipment((byte) eEquipmentItems.ARMS, 350, 0, 0, 0); // briediClone.AddNPCEquipment((byte) eEquipmentItems.HAND, 351, 0, 0, 0); // briediClone.AddNPCEquipment((byte) eEquipmentItems.FEET, 352, 0, 0, 0); // briediClone.AddNPCEquipment((byte) eEquipmentItems.TWO_HANDED, 640, 0, 0, 0); StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; briediClone.SetOwnBrain(brain); briediClone.AddToWorld(); GameEventMgr.AddHandler(briediClone, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterBriedi)); GameEventMgr.AddHandler(briediClone, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterBriedi)); } else { briediClone.MoveTo(100, GameLocation.ConvertLocalXToGlobalX(45394, 100), GameLocation.ConvertLocalYToGlobalY(39768, 100), 4709, 107); } foreach (GamePlayer visPlayer in briediClone.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE)) { visPlayer.Out.SendEmoteAnimation(briediClone, eEmote.Bind); } for (int i = 0; i < recruits.Length; i++) { recruits[i] = new GameNPC(); recruits[i].Name = "Recruit"; recruits[i].GuildName = "Part of " + questTitle + " Quest"; recruits[i].Realm = eRealm.Midgard; recruits[i].CurrentRegionID = briediClone.CurrentRegionID; recruits[i].Size = 50; recruits[i].Level = 6; recruits[i].X = briediClone.X + Util.Random(-150, 150); recruits[i].Y = briediClone.Y + Util.Random(-150, 150); recruits[i].Z = briediClone.Z; recruits[i].Heading = 187; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; recruits[i].SetOwnBrain(brain); } recruits[0].Name = "Recruit Hietan"; recruits[0].Model = 189; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 69); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46); template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); recruits[0].Inventory = template.CloseTemplate(); recruits[0].SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.TWO_HANDED, 69, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.TORSO, 46, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.LEGS, 47, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.FEET, 50, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.ARMS, 48, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.HAND, 49, 0, 0, 0); recruits[1].Name = "Recruit Iduki"; recruits[1].Model = 190; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 6); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 41); template.AddNPCEquipment(eInventorySlot.LegsArmor, 42); template.AddNPCEquipment(eInventorySlot.FeetArmor, 45); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 43); template.AddNPCEquipment(eInventorySlot.HandsArmor, 44); recruits[1].Inventory = template.CloseTemplate(); recruits[1].SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.TWO_HANDED, 6, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.TORSO, 41, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.LEGS, 42, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.FEET, 45, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.ARMS, 43, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.HAND, 44, 0, 0, 0); recruits[2].Name = "Recruit Odigi"; recruits[2].Model = 774; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 4); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); recruits[2].Inventory = template.CloseTemplate(); recruits[2].SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // recruits[2].AddNPCEquipment((byte) eEquipmentItems.RIGHT_HAND, 4, 0, 0, 0); // recruits[2].AddNPCEquipment((byte) eEquipmentItems.TORSO, 36, 0, 0, 0); // recruits[2].AddNPCEquipment((byte) eEquipmentItems.LEGS, 37, 0, 0, 0); recruits[3].Name = "Recruit Thulder"; recruits[3].Model = 775; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 5); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); recruits[3].Inventory = template.CloseTemplate(); recruits[3].SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // recruits[3].AddNPCEquipment((byte) eEquipmentItems.RIGHT_HAND, 5, 0, 0, 0); // recruits[3].AddNPCEquipment((byte) eEquipmentItems.TORSO, 36, 0, 0, 0); // recruits[3].AddNPCEquipment((byte) eEquipmentItems.LEGS, 37, 0, 0, 0); for (int i = 0; i < recruits.Length; i++) { recruits[i].AddToWorld(); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Commander Burcrif", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { commanderBurcrif = new GameNPC(); commanderBurcrif.Model = 28; commanderBurcrif.Name = "Commander Burcrif"; if (log.IsWarnEnabled) log.Warn("Could not find " + commanderBurcrif.Name + ", creating him ..."); commanderBurcrif.GuildName = "Part of " + questTitle + " Quest"; commanderBurcrif.Realm = eRealm.Albion; commanderBurcrif.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 26); template.AddNPCEquipment(eInventorySlot.HeadArmor, 93); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 662); template.AddNPCEquipment(eInventorySlot.Cloak, 91); template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48); commanderBurcrif.Inventory = template.CloseTemplate(); commanderBurcrif.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); commanderBurcrif.Size = 53; commanderBurcrif.Level = 45; commanderBurcrif.X = 517270; commanderBurcrif.Y = 495711; commanderBurcrif.Z = 3352; commanderBurcrif.Heading = 2093; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) commanderBurcrif.SaveIntoDatabase(); commanderBurcrif.AddToWorld(); } else commanderBurcrif = npcs[0]; #endregion defineNPCS #region defineItems // item db check slithsTail = GameServer.Database.FindObjectByKey<ItemTemplate>("sliths_tail"); if (slithsTail == null) { slithsTail = new ItemTemplate(); slithsTail.Name = "Slith's Tail"; if (log.IsWarnEnabled) log.Warn("Could not find " + slithsTail.Name + ", creating it ..."); slithsTail.Level = 7; slithsTail.Weight = 10; slithsTail.Model = 515; slithsTail.Object_Type = (int)eObjectType.Magical; slithsTail.Item_Type = (int)eEquipmentItems.L_RING; slithsTail.Id_nb = "sliths_tail"; slithsTail.Price = Money.GetMoney(0, 0, 0, 0, 30); slithsTail.IsPickable = true; slithsTail.IsDropable = true; slithsTail.Bonus1 = 3; slithsTail.Bonus1Type = (int)eProperty.Dexterity; slithsTail.Quality = 100; slithsTail.Condition = 1000; slithsTail.MaxCondition = 1000; slithsTail.Durability = 1000; slithsTail.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(slithsTail); } #endregion defineItems /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(commanderBurcrif, GameLivingEvent.Interact, new DOLEventHandler(TalkToCommanderBurcrif)); GameEventMgr.AddHandler(commanderBurcrif, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToCommanderBurcrif)); /* Now we bring to Yetta Fletcher the possibility to give this quest to players */ commanderBurcrif.AddQuestToGive(typeof(HuntForSlith)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void OnScriptsCompiled(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_EXAMPLES) return; //We set a new random class m_rnd = new Random(); //We create our guardmaster-trainer m_guardMaster = new FightingNPC(); m_guardMaster.X = 531771; m_guardMaster.Y = 478755; m_guardMaster.Heading = 3570; m_guardMaster.Name = "Master Guard Trainer"; //Now we add some nice equipment to the guard-trainer GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 843, 43, 13); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 65); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46); template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); m_guardMaster.Inventory = template.CloseTemplate(); m_guardMaster.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); /*m_guardMaster.AddNPCEquipment((byte)eInventorySlot.TwoHandWeapon,843,43,13,0); m_guardMaster.AddNPCEquipment((byte)eInventorySlot.Cloak,57,65,0,0); m_guardMaster.AddNPCEquipment((byte)eInventorySlot.TorsoArmor,46,0,0,0); m_guardMaster.AddNPCEquipment((byte)eInventorySlot.LegsArmor,47,0,0,0); m_guardMaster.AddNPCEquipment((byte)eInventorySlot.ArmsArmor,48,0,0,0); m_guardMaster.AddNPCEquipment((byte)eInventorySlot.HandsArmor,49,0,0,0); m_guardMaster.AddNPCEquipment((byte)eInventorySlot.FeetArmor,50,0,0,0); m_guardMaster.ActiveWeaponSlot=GameLiving.eActiveWeaponSlot.TwoHanded;*/ //Now we declare 5 guard trainees that will fight the master and //stand in a circle around him. m_guardTrainee = new FightingNPC[5]; // same inventory template for all template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 843); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 32); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template = template.CloseTemplate(); for (int i = 0; i < 5; i++) { //Create a trainee m_guardTrainee[i] = new FightingNPC(); m_guardTrainee[i].Name = "Guard Trainee"; //Add some equipment to our trainee m_guardTrainee[i].Inventory = template; m_guardTrainee[i].SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); /*m_guardTrainee[i].AddNPCEquipment((byte)eVisibleItems.TWO_HANDED,843,0,0,0); m_guardTrainee[i].AddNPCEquipment((byte)eVisibleItems.CLOAK,57,32,0,0); m_guardTrainee[i].AddNPCEquipment((byte)eVisibleItems.TORSO,36,0,0,0); m_guardTrainee[i].AddNPCEquipment((byte)eVisibleItems.LEG,37,0,0,0); m_guardTrainee[i].AddNPCEquipment((byte)eVisibleItems.ARMS,38,0,0,0); m_guardTrainee[i].AddNPCEquipment((byte)eVisibleItems.HAND,39,0,0,0); m_guardTrainee[i].AddNPCEquipment((byte)eVisibleItems.BOOT,40,0,0,0); m_guardTrainee[i].ActiveWeaponSlot=GameLiving.eActiveWeaponSlot.TwoHanded;*/ //Our trainee will face the master in combat position m_guardTrainee[i].TargetObject = m_guardMaster; } //We set the position, model and size of our trainees m_guardTrainee[0].X = m_guardMaster.X - 70; m_guardTrainee[0].Y = m_guardMaster.Y - 66; m_guardTrainee[0].Heading = m_guardTrainee[0].GetHeading( m_guardMaster ); m_guardTrainee[0].Model = (ushort) m_rnd.Next(32, 55); m_guardTrainee[0].Size = (byte) (45 + m_rnd.Next(10)); m_guardTrainee[1].X = m_guardMaster.X + 76; m_guardTrainee[1].Y = m_guardMaster.Y - 29; m_guardTrainee[1].Heading = m_guardTrainee[1].GetHeading( m_guardMaster ); ; m_guardTrainee[1].Model = (ushort) m_rnd.Next(32, 55); m_guardTrainee[1].Size = (byte) (45 + m_rnd.Next(10)); m_guardTrainee[2].X = m_guardMaster.X - 110; m_guardTrainee[2].Y = m_guardMaster.Y + 22; m_guardTrainee[2].Heading = m_guardTrainee[2].GetHeading( m_guardMaster ); ; m_guardTrainee[2].Model = (ushort) m_rnd.Next(32, 55); m_guardTrainee[2].Size = (byte) (45 + m_rnd.Next(10)); m_guardTrainee[3].X = m_guardMaster.X - 34; m_guardTrainee[3].Y = m_guardMaster.Y + 88; m_guardTrainee[3].Heading = m_guardTrainee[3].GetHeading( m_guardMaster ); ; m_guardTrainee[3].Model = (ushort) m_rnd.Next(32, 55); m_guardTrainee[3].Size = (byte) (45 + m_rnd.Next(10)); m_guardTrainee[4].X = m_guardMaster.X + 52; m_guardTrainee[4].Y = m_guardMaster.Y + 64; m_guardTrainee[4].Heading = m_guardTrainee[4].GetHeading( m_guardMaster ); ; m_guardTrainee[4].Model = (ushort) m_rnd.Next(32, 55); m_guardTrainee[4].Size = (byte) (45 + m_rnd.Next(10)); //Now we try to add the master and all trainees to the world bool good = true; if (!m_guardMaster.AddToWorld()) good = false; for (int i = 0; i < 5; i++) if (!m_guardTrainee[i].AddToWorld()) good = false; //We start our fight timer that will make the guards //act each second m_fightTimer = new Timer(1000); m_fightTimer.AutoReset = true; m_fightTimer.Elapsed += new ElapsedEventHandler(MakeAttackSequence); m_fightTimer.Start(); if (log.IsInfoEnabled) if (log.IsInfoEnabled) log.Info("FightingNPCEvent initialized: "+good); }
public void OnCommand(GameClient client, string[] args) { bool getcloak; if (Util.Random(1) == 0) { getcloak = false; } else { getcloak = true; } if (args.Length < 2) { DisplaySyntax(client); return; } string ClasseEpic = ""; ushort color = 0; ushort color1 = 0; ushort color2 = 0; ushort color3 = 0; ushort color4 = 0; ushort color5 = 0; ushort color6 = 0; ushort sloti = 999; byte slotb = 0x00; if (args.Length >= 2) { // Epic Argument if (args[1] == "epic") { if (args.Length < 3) { DisplaySyntax(client); return; } if (args.Length > 4 && args.Length < 10) { DisplaySyntax(client); return; } ClasseEpic = args[2]; if (args.Length >= 4) { color = Convert.ToUInt16(args[3]); } if (args.Length > 4) { color1 = Convert.ToUInt16(args[4]); color2 = Convert.ToUInt16(args[5]); color3 = Convert.ToUInt16(args[6]); color4 = Convert.ToUInt16(args[7]); color5 = Convert.ToUInt16(args[8]); color6 = Convert.ToUInt16(args[9]); } } else if (args[1] == "equip") { // equip Argument if (args.Length < 3) { DisplaySyntax(client); return; } slotb = Convert.ToByte(Convert.ToUInt16(args[2])); ushort z = 0; foreach (byte finded in slots) { if (finded == slotb) { sloti = z; } z++; } if (sloti == 999) { DisplaySyntax(client); return; } if (args.Length > 3) { color = Convert.ToUInt16(args[3]); } } else { // Armor and Claok Argument if (args.Length > 3 && args.Length < 9) { DisplaySyntax(client); return; } if (args.Length >= 3 && args[1] != "save") { color = Convert.ToUInt16(args[2]); } if (args.Length > 3) { color1 = Convert.ToUInt16(args[3]); color2 = Convert.ToUInt16(args[4]); color3 = Convert.ToUInt16(args[5]); color4 = Convert.ToUInt16(args[6]); color5 = Convert.ToUInt16(args[7]); color6 = Convert.ToUInt16(args[8]); } } } int[] colorArray = { color1, color2, color3, color4, color5, color6 }; GameNPC npc = null; if (client.Player.TargetObject is GameNPC) { npc = (GameNPC)client.Player.TargetObject; } GameNpcInventoryTemplate template = npc.Inventory as GameNpcInventoryTemplate; if (template == null) { template = new GameNpcInventoryTemplate(); } if (args[1] != "epic") { switch (args[1]) { case "random": { Clear(npc); template = new GameNpcInventoryTemplate(); for (int i = 0; i < 6; i++) { if (args.Length > 2) { if (args.Length == 3) { switch (Util.Random(5)) { case 0: template.AddNPCEquipment((eInventorySlot)slots[i], armor[0][i][Util.Random(armor[0][i].Length - 1)], color, 0); break; case 1: template.AddNPCEquipment((eInventorySlot)slots[i], armor[1][i][Util.Random(armor[1][i].Length - 1)], color, 0); break; case 2: template.AddNPCEquipment((eInventorySlot)slots[i], armor[2][i][Util.Random(armor[2][i].Length - 1)], color, 0); break; case 3: template.AddNPCEquipment((eInventorySlot)slots[i], armor[3][i][Util.Random(armor[3][i].Length - 1)], color, 0); break; case 4: template.AddNPCEquipment((eInventorySlot)slots[i], armor[4][i][Util.Random(armor[4][i].Length - 1)], color, 0); break; case 5: template.AddNPCEquipment((eInventorySlot)slots[i], armor[5][i][Util.Random(armor[5][i].Length - 1)], color, 0); break; } } else { switch (Util.Random(5)) { case 0: template.AddNPCEquipment((eInventorySlot)slots[i], armor[0][i][Util.Random(armor[0][i].Length - 1)], colorArray[i], 0); break; case 1: template.AddNPCEquipment((eInventorySlot)slots[i], armor[1][i][Util.Random(armor[1][i].Length - 1)], colorArray[i], 0); break; case 2: template.AddNPCEquipment((eInventorySlot)slots[i], armor[2][i][Util.Random(armor[2][i].Length - 1)], colorArray[i], 0); break; case 3: template.AddNPCEquipment((eInventorySlot)slots[i], armor[3][i][Util.Random(armor[3][i].Length - 1)], colorArray[i], 0); break; case 4: template.AddNPCEquipment((eInventorySlot)slots[i], armor[4][i][Util.Random(armor[4][i].Length - 1)], colorArray[i], 0); break; case 5: template.AddNPCEquipment((eInventorySlot)slots[i], armor[5][i][Util.Random(armor[5][i].Length - 1)], colorArray[i], 0); break; } } } else { switch (Util.Random(5)) { case 0: template.AddNPCEquipment((eInventorySlot)slots[i], armor[0][i][Util.Random(armor[0][i].Length - 1)], Util.Random(86), 0); break; case 1: template.AddNPCEquipment((eInventorySlot)slots[i], armor[1][i][Util.Random(armor[1][i].Length - 1)], Util.Random(86), 0); break; case 2: template.AddNPCEquipment((eInventorySlot)slots[i], armor[2][i][Util.Random(armor[2][i].Length - 1)], Util.Random(86), 0); break; case 3: template.AddNPCEquipment((eInventorySlot)slots[i], armor[3][i][Util.Random(armor[3][i].Length - 1)], Util.Random(86), 0); break; case 4: template.AddNPCEquipment((eInventorySlot)slots[i], armor[4][i][Util.Random(armor[4][i].Length - 1)], Util.Random(86), 0); break; case 5: template.AddNPCEquipment((eInventorySlot)slots[i], armor[5][i][Util.Random(armor[5][i].Length - 1)], Util.Random(86), 0); break; } } } if (getcloak) { goto case "cloak"; } else { break; } } case "cloth": { Clear(npc); template = new GameNpcInventoryTemplate(); if (args.Length > 2) { if (args.Length == 3) { template.AddNPCEquipment((eInventorySlot)slots[0], armor[0][0][Util.Random(armor[0][0].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[0][1][Util.Random(armor[0][1].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[0][2][Util.Random(armor[0][2].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[0][3][Util.Random(armor[0][3].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[0][4][Util.Random(armor[0][4].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[0][5][Util.Random(armor[0][5].Length - 1)], color, 0); } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[0][0][Util.Random(armor[0][0].Length - 1)], color1, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[0][1][Util.Random(armor[0][1].Length - 1)], color2, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[0][2][Util.Random(armor[0][2].Length - 1)], color3, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[0][3][Util.Random(armor[0][3].Length - 1)], color4, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[0][4][Util.Random(armor[0][4].Length - 1)], color5, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[0][5][Util.Random(armor[0][5].Length - 1)], color6, 0); } } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[0][0][Util.Random(armor[0][0].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[0][1][Util.Random(armor[0][1].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[0][2][Util.Random(armor[0][2].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[0][3][Util.Random(armor[0][3].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[0][4][Util.Random(armor[0][4].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[0][5][Util.Random(armor[0][5].Length - 1)], Util.Random(86), 0); } if (getcloak) { goto case "cloak"; } else { break; } } case "leather": { Clear(npc); template = new GameNpcInventoryTemplate(); if (args.Length > 2) { if (args.Length == 3) { template.AddNPCEquipment((eInventorySlot)slots[0], armor[1][0][Util.Random(armor[1][0].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[1][1][Util.Random(armor[1][1].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[1][2][Util.Random(armor[1][2].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[1][3][Util.Random(armor[1][3].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[1][4][Util.Random(armor[1][4].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[1][5][Util.Random(armor[1][5].Length - 1)], color, 0); } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[1][0][Util.Random(armor[1][0].Length - 1)], color1, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[1][1][Util.Random(armor[1][1].Length - 1)], color2, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[1][2][Util.Random(armor[1][2].Length - 1)], color3, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[1][3][Util.Random(armor[1][3].Length - 1)], color4, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[1][4][Util.Random(armor[1][4].Length - 1)], color5, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[1][5][Util.Random(armor[1][5].Length - 1)], color6, 0); } } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[1][0][Util.Random(armor[1][0].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[1][1][Util.Random(armor[1][1].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[1][2][Util.Random(armor[1][2].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[1][3][Util.Random(armor[1][3].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[1][4][Util.Random(armor[1][4].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[1][5][Util.Random(armor[1][5].Length - 1)], Util.Random(86), 0); } if (getcloak) { goto case "cloak"; } else { break; } } case "studded": { Clear(npc); template = new GameNpcInventoryTemplate(); if (args.Length > 2) { if (args.Length == 3) { template.AddNPCEquipment((eInventorySlot)slots[0], armor[2][0][Util.Random(armor[2][0].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[2][1][Util.Random(armor[2][1].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[2][2][Util.Random(armor[2][2].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[2][3][Util.Random(armor[2][3].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[2][4][Util.Random(armor[2][4].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[2][5][Util.Random(armor[2][5].Length - 1)], color, 0); } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[2][0][Util.Random(armor[2][0].Length - 1)], color1, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[2][1][Util.Random(armor[2][1].Length - 1)], color2, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[2][2][Util.Random(armor[2][2].Length - 1)], color3, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[2][3][Util.Random(armor[2][3].Length - 1)], color4, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[2][4][Util.Random(armor[2][4].Length - 1)], color5, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[2][5][Util.Random(armor[2][5].Length - 1)], color6, 0); } } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[2][0][Util.Random(armor[2][0].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[2][1][Util.Random(armor[2][1].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[2][2][Util.Random(armor[2][2].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[2][3][Util.Random(armor[2][3].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[2][4][Util.Random(armor[2][4].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[2][5][Util.Random(armor[2][5].Length - 1)], Util.Random(86), 0); } if (getcloak) { goto case "cloak"; } else { break; } } case "chain": { Clear(npc); template = new GameNpcInventoryTemplate(); if (args.Length > 2) { if (args.Length == 3) { template.AddNPCEquipment((eInventorySlot)slots[0], armor[3][0][Util.Random(armor[3][0].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[3][1][Util.Random(armor[3][1].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[3][2][Util.Random(armor[3][2].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[3][3][Util.Random(armor[3][3].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[3][4][Util.Random(armor[3][4].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[3][5][Util.Random(armor[3][5].Length - 1)], color, 0); } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[3][0][Util.Random(armor[3][0].Length - 1)], color1, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[3][1][Util.Random(armor[3][1].Length - 1)], color2, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[3][2][Util.Random(armor[3][2].Length - 1)], color3, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[3][3][Util.Random(armor[3][3].Length - 1)], color4, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[3][4][Util.Random(armor[3][4].Length - 1)], color5, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[3][5][Util.Random(armor[3][5].Length - 1)], color6, 0); } } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[3][0][Util.Random(armor[3][0].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[3][1][Util.Random(armor[3][1].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[3][2][Util.Random(armor[3][2].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[3][3][Util.Random(armor[3][3].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[3][4][Util.Random(armor[3][4].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[3][5][Util.Random(armor[3][5].Length - 1)], Util.Random(86), 0); } if (getcloak) { goto case "cloak"; } else { break; } } case "scale": { Clear(npc); template = new GameNpcInventoryTemplate(); if (args.Length > 2) { if (args.Length == 3) { template.AddNPCEquipment((eInventorySlot)slots[0], armor[4][0][Util.Random(armor[4][0].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[4][1][Util.Random(armor[4][1].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[4][2][Util.Random(armor[4][2].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[4][3][Util.Random(armor[4][3].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[4][4][Util.Random(armor[4][4].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[4][5][Util.Random(armor[4][5].Length - 1)], color, 0); } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[4][0][Util.Random(armor[4][0].Length - 1)], color1, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[4][1][Util.Random(armor[4][1].Length - 1)], color2, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[4][2][Util.Random(armor[4][2].Length - 1)], color3, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[4][3][Util.Random(armor[4][3].Length - 1)], color4, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[4][4][Util.Random(armor[4][4].Length - 1)], color5, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[4][5][Util.Random(armor[4][5].Length - 1)], color6, 0); } } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[4][0][Util.Random(armor[4][0].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[4][1][Util.Random(armor[4][1].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[4][2][Util.Random(armor[4][2].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[4][3][Util.Random(armor[4][3].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[4][4][Util.Random(armor[4][4].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[4][5][Util.Random(armor[4][5].Length - 1)], Util.Random(86), 0); } if (getcloak) { goto case "cloak"; } else { break; } } case "plate": { Clear(npc); template = new GameNpcInventoryTemplate(); if (args.Length > 2) { if (args.Length == 3) { template.AddNPCEquipment((eInventorySlot)slots[0], armor[5][0][Util.Random(armor[5][0].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[5][1][Util.Random(armor[5][1].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[5][2][Util.Random(armor[5][2].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[5][3][Util.Random(armor[5][3].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[5][4][Util.Random(armor[5][4].Length - 1)], color, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[5][5][Util.Random(armor[5][5].Length - 1)], color, 0); } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[5][0][Util.Random(armor[5][0].Length - 1)], color1, 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[5][1][Util.Random(armor[5][1].Length - 1)], color2, 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[5][2][Util.Random(armor[5][2].Length - 1)], color3, 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[5][3][Util.Random(armor[5][3].Length - 1)], color4, 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[5][4][Util.Random(armor[5][4].Length - 1)], color5, 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[5][5][Util.Random(armor[5][5].Length - 1)], color6, 0); } } else { template.AddNPCEquipment((eInventorySlot)slots[0], armor[5][0][Util.Random(armor[5][0].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[1], armor[5][1][Util.Random(armor[5][1].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[2], armor[5][2][Util.Random(armor[5][2].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[3], armor[5][3][Util.Random(armor[5][3].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[4], armor[5][4][Util.Random(armor[5][4].Length - 1)], Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[5], armor[5][5][Util.Random(armor[5][5].Length - 1)], Util.Random(86), 0); } if (getcloak) { goto case "cloak"; } else { break; } } case "cloak": { if (args.Length > 2) { template.RemoveNPCEquipment((eInventorySlot)slots[6]); template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], color, 0); } else { template.RemoveNPCEquipment((eInventorySlot)slots[6]); template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], Util.Random(86), 0); } break; } case "equip": { if (args.Length > 3) { template.RemoveNPCEquipment((eInventorySlot)slots[sloti]); template.AddNPCEquipment((eInventorySlot)slots[sloti], equip[sloti][Util.Random(equip[sloti].Length - 1)], color, 0); } else { template.RemoveNPCEquipment((eInventorySlot)slots[sloti]); template.AddNPCEquipment((eInventorySlot)slots[sloti], equip[sloti][Util.Random(equip[sloti].Length - 1)], Util.Random(86), 0); } if (sloti == 7 || sloti == 8) { npc.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); } if (sloti == 9) { npc.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); } if (sloti == 10) { npc.SwitchWeapon(GameLiving.eActiveWeaponSlot.Distance); } break; } case "save": { if (args.Length == 3) { Save(client, npc, args[2]); break; } if (args.Length == 2) { Save(npc); break; } DisplaySyntax(client); break; } default: DisplaySyntax(client); break; } } else { // Epic Clear(npc); template = new GameNpcInventoryTemplate(); ItemTemplate tgeneric0 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicHelm"); ItemTemplate tgeneric1 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicGloves"); ItemTemplate tgeneric2 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicArms"); ItemTemplate tgeneric3 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicVest"); ItemTemplate tgeneric4 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicLegs"); ItemTemplate tgeneric5 = (ItemTemplate)GameServer.Database.FindObjectByKey <ItemTemplate> (ClasseEpic + "EpicBoots"); if (args.Length > 3) { if (args.Length == 4) { template.AddNPCEquipment((eInventorySlot)slots[0], Convert.ToUInt16(tgeneric0.Model), color, 0); template.AddNPCEquipment((eInventorySlot)slots[1], Convert.ToUInt16(tgeneric1.Model), color, 0); template.AddNPCEquipment((eInventorySlot)slots[2], Convert.ToUInt16(tgeneric2.Model), color, 0); template.AddNPCEquipment((eInventorySlot)slots[3], Convert.ToUInt16(tgeneric3.Model), color, 0); template.AddNPCEquipment((eInventorySlot)slots[4], Convert.ToUInt16(tgeneric4.Model), color, 0); template.AddNPCEquipment((eInventorySlot)slots[5], Convert.ToUInt16(tgeneric5.Model), color, 0); } else { template.AddNPCEquipment((eInventorySlot)slots[0], Convert.ToUInt16(tgeneric0.Model), color1, 0); template.AddNPCEquipment((eInventorySlot)slots[1], Convert.ToUInt16(tgeneric1.Model), color2, 0); template.AddNPCEquipment((eInventorySlot)slots[2], Convert.ToUInt16(tgeneric2.Model), color3, 0); template.AddNPCEquipment((eInventorySlot)slots[3], Convert.ToUInt16(tgeneric3.Model), color4, 0); template.AddNPCEquipment((eInventorySlot)slots[4], Convert.ToUInt16(tgeneric4.Model), color5, 0); template.AddNPCEquipment((eInventorySlot)slots[5], Convert.ToUInt16(tgeneric5.Model), color6, 0); } } else { template.AddNPCEquipment((eInventorySlot)slots[0], Convert.ToUInt16(tgeneric0.Model), Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[1], Convert.ToUInt16(tgeneric1.Model), Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[2], Convert.ToUInt16(tgeneric2.Model), Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[3], Convert.ToUInt16(tgeneric3.Model), Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[4], Convert.ToUInt16(tgeneric4.Model), Util.Random(86), 0); template.AddNPCEquipment((eInventorySlot)slots[5], Convert.ToUInt16(tgeneric5.Model), Util.Random(86), 0); } if (args.Length > 3) { template.RemoveNPCEquipment((eInventorySlot)slots[6]); template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], color, 0); } else { template.RemoveNPCEquipment((eInventorySlot)slots[6]); template.AddNPCEquipment((eInventorySlot)slots[6], cloak[Util.Random(cloak.Length - 1)], Util.Random(86), 0); } } npc.Inventory = template; npc.BroadcastLivingEquipmentUpdate(); return; }
public static GameNPC GetMasterFrederick() { GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>("Master Frederick", eRealm.Albion); GameNPC masterFrederick = null; if (npcs.Length == 0) { masterFrederick = new GameNPC(); masterFrederick.Model = 32; masterFrederick.Name = "Master Frederick"; if (log.IsWarnEnabled) { log.Warn("Could not find " + masterFrederick.Name + ", creating him ..."); } masterFrederick.GuildName = "Part of Frederick Quests"; masterFrederick.Realm = eRealm.Albion; masterFrederick.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 41); template.AddNPCEquipment(eInventorySlot.LegsArmor, 42); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.Cloak, 91); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 4); masterFrederick.Inventory = template.CloseTemplate(); masterFrederick.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.TORSO, 41, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.LEG, 42, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.BOOT, 40, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.CLOAK, 91, 0, 0, 0); // masterFrederick.AddNPCEquipment((byte) eVisibleItems.RIGHT_HAND, 4, 0, 0, 0); masterFrederick.Size = 50; masterFrederick.Level = 50; masterFrederick.X = 567969; masterFrederick.Y = 509880; masterFrederick.Z = 2861; masterFrederick.Heading = 65; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; masterFrederick.SetOwnBrain(brain); // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { masterFrederick.SaveIntoDatabase(); } masterFrederick.AddToWorld(); } else { masterFrederick = npcs[0]; } return(masterFrederick); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } GameNPC[] npcs = WorldMgr.GetNPCsByName("Sir Strain", eRealm.Albion); if (npcs == null || npcs.Length == 0) { sirStrain = new GameNPC(); sirStrain.Model = 28; sirStrain.Name = "Sir Strain"; if (log.IsWarnEnabled) { log.Warn("Could not find " + sirStrain.Name + ", creating him ..."); } sirStrain.GuildName = "Part of " + questTitle + " Quest"; sirStrain.Realm = eRealm.Albion; sirStrain.CurrentRegionID = 27; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 696); template.AddNPCEquipment(eInventorySlot.FeetArmor, 697); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 693); template.AddNPCEquipment(eInventorySlot.Cloak, 676); template.AddNPCEquipment(eInventorySlot.LegsArmor, 694); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 695); sirStrain.Inventory = template.CloseTemplate(); sirStrain.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); sirStrain.Size = 50; sirStrain.Level = 50; sirStrain.X = 98507; sirStrain.Y = 90637; sirStrain.Z = 5716; sirStrain.Heading = 147; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { sirStrain.SaveIntoDatabase(); } sirStrain.AddToWorld(); } else { sirStrain = npcs[0]; } GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(sirStrain, GameLivingEvent.Interact, new DOLEventHandler(TalkToSirStrain)); GameEventMgr.AddHandler(sirStrain, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToSirStrain)); sirStrain.AddQuestToGive(typeof(GreetingsPaladin)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text1"), eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { MasterClaistan = new GameNPC(); MasterClaistan.Model = 33; MasterClaistan.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text1"); if (log.IsWarnEnabled) { log.Warn("Could not find " + MasterClaistan.Name + ", creating him ..."); } //MasterClaistan.GuildName = "Part of " + questTitle + " Quest"; MasterClaistan.Realm = eRealm.Albion; MasterClaistan.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); MasterClaistan.Inventory = template.CloseTemplate(); MasterClaistan.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); MasterClaistan.Size = 52; MasterClaistan.Level = 51; MasterClaistan.X = 562190; MasterClaistan.Y = 512571; MasterClaistan.Z = 2500; MasterClaistan.Heading = 1592; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { MasterClaistan.SaveIntoDatabase(); } MasterClaistan.AddToWorld(); } else { MasterClaistan = npcs[0]; } //Pompin The Crier npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text2"), eRealm.Albion); if (npcs.Length == 0) { PompinTheCrier = new GameNPC(); PompinTheCrier.Model = 10; PompinTheCrier.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text2"); if (log.IsWarnEnabled) { log.Warn("Could not find " + PompinTheCrier.Name + ", creating him ..."); } //MasterClaistan.GuildName = "Part of " + questTitle + " Quest"; PompinTheCrier.Realm = eRealm.Albion; PompinTheCrier.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); PompinTheCrier.Inventory = template.CloseTemplate(); PompinTheCrier.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); PompinTheCrier.Size = 50; PompinTheCrier.Level = 5; PompinTheCrier.X = 560484; PompinTheCrier.Y = 511756; PompinTheCrier.Z = 2344; PompinTheCrier.Heading = 420; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { PompinTheCrier.SaveIntoDatabase(); } PompinTheCrier.AddToWorld(); } else { PompinTheCrier = npcs[0]; } #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(MasterClaistan, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterClaistan)); GameEventMgr.AddHandler(MasterClaistan, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterClaistan)); GameEventMgr.AddHandler(PompinTheCrier, GameLivingEvent.Interact, new DOLEventHandler(TalkToPompinTheCrier)); GameEventMgr.AddHandler(PompinTheCrier, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToPompinTheCrier)); MasterClaistan.AddQuestToGive(typeof(ANewHeroesWelcome)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ masterFrederick = GetMasterFrederick(); GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>("Nob the Stableboy", eRealm.Albion); if (npcs.Length == 0) { nob = new GameNPC(); nob.Model = 9; nob.Name = "Nob the Stableboy"; if (log.IsWarnEnabled) { log.Warn("Could not find " + nob.Name + ", creating him ..."); } nob.GuildName = "Part of " + questTitle + " Quest"; nob.Realm = eRealm.Albion; nob.CurrentRegionID = 1; nob.Size = 45; nob.Level = 4; nob.X = 573019; nob.Y = 504485; nob.Z = 2199; nob.Heading = 10; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { nob.SaveIntoDatabase(); } nob.AddToWorld(); } else { nob = npcs[0]; } npcs = WorldMgr.GetObjectsByName <GameStableMaster>("Dragonfly Handler Colm", eRealm.Albion); if (npcs.Length == 0) { colm = new GameStableMaster(); colm.Model = 78; colm.Name = "Dragonfly Handler Colm"; if (log.IsWarnEnabled) { log.Warn("Could not find " + colm.Name + ", creating ..."); } colm.GuildName = "Stable Master"; colm.Realm = eRealm.Albion; colm.CurrentRegionID = 1; colm.Size = 51; colm.Level = 50; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 81, 10); template.AddNPCEquipment(eInventorySlot.LegsArmor, 82, 10); template.AddNPCEquipment(eInventorySlot.FeetArmor, 84, 10); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 32); colm.Inventory = template.CloseTemplate(); // colm.AddNPCEquipment(Slot.TORSO, 81, 10, 0, 0); // colm.AddNPCEquipment(Slot.LEGS, 82, 10, 0, 0); // colm.AddNPCEquipment(Slot.FEET, 84, 10, 0, 0); // colm.AddNPCEquipment(Slot.CLOAK, 57, 32, 0, 0); colm.X = 562775; colm.Y = 512453; colm.Z = 2438; colm.Heading = 158; colm.MaxSpeedBase = 200; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; colm.SetOwnBrain(brain); // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { colm.SaveIntoDatabase(); } colm.AddToWorld(); } else { colm = npcs[0] as GameStableMaster; } npcs = WorldMgr.GetObjectsByName <GameNPC>("Haruld", eRealm.Albion); if (npcs.Length == 0 || !(npcs[0] is GameStableMaster)) { haruld = new GameStableMaster(); haruld.Model = 9; haruld.Name = "Haruld"; if (log.IsWarnEnabled) { log.Warn("Could not find " + haruld.Name + ", creating ..."); } haruld.GuildName = "Stable Master"; haruld.Realm = eRealm.Albion; haruld.CurrentRegionID = 1; haruld.Size = 49; haruld.Level = 4; haruld.X = 572479; haruld.Y = 504410; haruld.Z = 2184; haruld.Heading = 944; haruld.MaxSpeedBase = 100; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; haruld.SetOwnBrain(brain); haruld.EquipmentTemplateID = "11701337"; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { haruld.SaveIntoDatabase(); } haruld.AddToWorld(); } else { haruld = npcs[0] as GameStableMaster; } npcs = WorldMgr.GetObjectsByName <GameNPC>("Fairy Dragonfly Handler", eRealm.None); if (npcs.Length == 0) { fairyDragonflyHandler = new GameNPC(); fairyDragonflyHandler.Name = "Fairy Dragonfly Handler"; if (log.IsWarnEnabled) { log.Warn("Could not find " + fairyDragonflyHandler.Name + ", creating ..."); } fairyDragonflyHandler.X = 575334; fairyDragonflyHandler.Y = 506403; fairyDragonflyHandler.Z = 2331; fairyDragonflyHandler.Heading = 114; fairyDragonflyHandler.Model = 603; fairyDragonflyHandler.GuildName = "Part of " + questTitle + " Quest"; fairyDragonflyHandler.Realm = eRealm.None; fairyDragonflyHandler.CurrentRegionID = 1; fairyDragonflyHandler.Size = 49; fairyDragonflyHandler.Level = 3; // Leave at default values to be one the save side ... // fairyDragonflyHandler.AggroLevel = 80; // fairyDragonflyHandler.AggroRange = 1000; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { fairyDragonflyHandler.SaveIntoDatabase(); } fairyDragonflyHandler.AddToWorld(); } else { fairyDragonflyHandler = (GameNPC)npcs[0]; } dragonflyWhip = GameServer.Database.FindObjectByKey <ItemTemplate>("dragonfly_whip"); if (dragonflyWhip == null) { dragonflyWhip = new ItemTemplate(); dragonflyWhip.Name = "Dragonfly Whip"; if (log.IsWarnEnabled) { log.Warn("Could not find " + dragonflyWhip.Name + " , creating it ..."); } dragonflyWhip.Weight = 15; dragonflyWhip.Model = 859; dragonflyWhip.Object_Type = (int)eObjectType.GenericItem; dragonflyWhip.Id_nb = "dragonfly_whip"; dragonflyWhip.IsPickable = true; dragonflyWhip.IsDropable = false; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(dragonflyWhip); } // item db check recruitsVest = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_studded_vest"); if (recruitsVest == null) { recruitsVest = new ItemTemplate(); recruitsVest.Name = "Recruit's Studded Vest"; if (log.IsWarnEnabled) { log.Warn("Could not find " + recruitsVest.Name + ", creating it ..."); } recruitsVest.Level = 8; recruitsVest.Weight = 60; recruitsVest.Model = 81; // studded vest recruitsVest.DPS_AF = 12; // Armour recruitsVest.SPD_ABS = 19; // Absorption recruitsVest.Object_Type = (int)eObjectType.Studded; recruitsVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsVest.Id_nb = "recruits_studded_vest"; recruitsVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsVest.IsPickable = true; recruitsVest.IsDropable = true; recruitsVest.CanDropAsLoot = false; recruitsVest.Color = 9; // red leather recruitsVest.Bonus = 5; // default bonus recruitsVest.Bonus1 = 4; recruitsVest.Bonus1Type = (int)eStat.STR; recruitsVest.Bonus2 = 3; recruitsVest.Bonus2Type = (int)eStat.CON; recruitsVest.Quality = 100; recruitsVest.Condition = 1000; recruitsVest.MaxCondition = 1000; recruitsVest.Durability = 1000; recruitsVest.MaxDurability = 1000; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(recruitsVest); } // item db check recruitsQuiltedVest = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_quilted_vest"); if (recruitsQuiltedVest == null) { recruitsQuiltedVest = new ItemTemplate(); recruitsQuiltedVest.Name = "Recruit's Quilted Vest"; if (log.IsWarnEnabled) { log.Warn("Could not find " + recruitsQuiltedVest.Name + ", creating it ..."); } recruitsQuiltedVest.Level = 8; recruitsQuiltedVest.Weight = 20; recruitsQuiltedVest.Model = 151; // studded vest recruitsQuiltedVest.DPS_AF = 6; // Armour recruitsQuiltedVest.SPD_ABS = 0; // Absorption recruitsQuiltedVest.Object_Type = (int)eObjectType.Cloth; recruitsQuiltedVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsQuiltedVest.Id_nb = "recruits_quilted_vest"; recruitsQuiltedVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsQuiltedVest.IsPickable = true; recruitsQuiltedVest.IsDropable = true; recruitsQuiltedVest.Color = 9; // red leather recruitsQuiltedVest.Bonus = 5; // default bonus recruitsQuiltedVest.Bonus1 = 4; recruitsQuiltedVest.Bonus1Type = (int)eStat.INT; recruitsQuiltedVest.Bonus2 = 3; recruitsQuiltedVest.Bonus2Type = (int)eStat.DEX; recruitsQuiltedVest.Quality = 100; recruitsQuiltedVest.Condition = 1000; recruitsQuiltedVest.MaxCondition = 1000; recruitsQuiltedVest.Durability = 1000; recruitsQuiltedVest.MaxDurability = 1000; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(recruitsQuiltedVest); } /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); // We want to be notified whenever a player enters the world GameEventMgr.AddHandler(GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick)); GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick)); GameEventMgr.AddHandler(colm, GameLivingEvent.Interact, new DOLEventHandler(TalkToColm)); GameEventMgr.AddHandler(colm, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToColm)); GameEventMgr.AddHandler(nob, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToNob)); GameEventMgr.AddHandler(haruld, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHaruld)); GameEventMgr.AddHandler(fairyDragonflyHandler, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearFairyDragonflyHandler)); /* Now we bring to masterFrederick the possibility to give this quest to players */ masterFrederick.AddQuestToGive(typeof(IreFairyIre)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Sir Dorian", eRealm.Albion); if (npcs.Length == 0) { sirDorian = new GameNPC(); sirDorian.Model = 28; sirDorian.Name = "Sir Dorian"; if (log.IsWarnEnabled) { log.Warn("Could not find " + sirDorian.Name + ", creating him ..."); } //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //sirDorian.GuildName = "Part of " + questTitle + " Quest"; sirDorian.Realm = eRealm.Albion; sirDorian.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46); template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48); sirDorian.Inventory = template.CloseTemplate(); sirDorian.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); sirDorian.Size = 52; sirDorian.Level = 40; sirDorian.X = 560869; sirDorian.Y = 511737; sirDorian.Z = 2344; sirDorian.Heading = 2930; if (SAVE_INTO_DATABASE) { sirDorian.SaveIntoDatabase(); } sirDorian.AddToWorld(); } else { sirDorian = npcs[0]; } #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(sirDorian, GameLivingEvent.Interact, new DOLEventHandler(TalkTosirDorian)); GameEventMgr.AddHandler(sirDorian, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkTosirDorian)); sirDorian.AddQuestToGive(typeof(DredgeUpAPledge)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public override void Notify(DOLEvent e, object sender, EventArgs args) { GamePlayer player = sender as GamePlayer; if (player == null || player.IsDoingQuest(typeof (RevengeTheOtherWhiteMeat)) == null) return; if (e == GameLivingEvent.EnemyKilled) { if(Step == 2) { EnemyKilledEventArgs gArgs = (EnemyKilledEventArgs) args; if (gArgs.Target.Name == "Wilbur") { player.Out.SendDialogBox(eDialogCode.SimpleWarning, 0x00, 0x00, 0x00, 0x00, eDialogType.Ok, true, "You've succeeded in killing Wilbur. In the \ndistance you hear the angry voice of \na pig herder. Make your escape!"); Step = 3; player.GainExperience(GameLiving.eXPSource.Quest, player.ExperienceForNextLevel / 25, true); GameNPC pigHerderWyatt = new GameNPC(); pigHerderWyatt.Model = 39; pigHerderWyatt.Name = "Pig Herder Wyatt"; pigHerderWyatt.Realm = eRealm.Albion; pigHerderWyatt.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.FeetArmor, 143); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 1005); pigHerderWyatt.Inventory = template.CloseTemplate(); pigHerderWyatt.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); pigHerderWyatt.Size = 54; pigHerderWyatt.Level = 33; pigHerderWyatt.X = wilburSpawnLocation.X - 1000; pigHerderWyatt.Y = wilburSpawnLocation.Y + 1500; pigHerderWyatt.Z = wilburSpawnLocation.Z; pigHerderWyatt.Heading = 2548; pigHerderWyatt.AddToWorld(); GameEventMgr.AddHandler(pigHerderWyatt, GameNPCEvent.ArriveAtTarget, new DOLEventHandler(OnCloseToDeadWilbur)); pigHerderWyatt.WalkTo(gArgs.Target.X - 90, gArgs.Target.Y + 90, gArgs.Target.Z, 200); return; } } } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } GameNPC[] npcs = WorldMgr.GetNPCsByName("Captain Kinzee", eRealm.Albion); if (npcs == null || npcs.Length == 0) { captainKinzee = new GameNPC(); captainKinzee.Model = 39; captainKinzee.Name = "Captain Kinzee"; if (log.IsWarnEnabled) { log.Warn("Could not find " + captainKinzee.Name + ", creating him ..."); } captainKinzee.GuildName = "Part of " + questTitle + " Quest"; captainKinzee.Realm = eRealm.Albion; captainKinzee.CurrentRegionID = 27; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 691); template.AddNPCEquipment(eInventorySlot.FeetArmor, 692); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 688); template.AddNPCEquipment(eInventorySlot.Cloak, 676); template.AddNPCEquipment(eInventorySlot.LegsArmor, 689); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 690); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 3294); captainKinzee.Inventory = template.CloseTemplate(); captainKinzee.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); captainKinzee.Size = 50; captainKinzee.Level = 50; captainKinzee.X = 98343; captainKinzee.Y = 90564; captainKinzee.Z = 5716; captainKinzee.Heading = 3698; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { captainKinzee.SaveIntoDatabase(); } captainKinzee.AddToWorld(); } else { captainKinzee = npcs[0]; } GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(captainKinzee, GameLivingEvent.Interact, new DOLEventHandler(TalkToCaptainKinzee)); GameEventMgr.AddHandler(captainKinzee, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToCaptainKinzee)); captainKinzee.AddQuestToGive(typeof(GreetingsArmsman)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Brother Lawrence", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { brotherLawrence = new GameHealer(); brotherLawrence.Model = 32; brotherLawrence.Name = "Brother Lawrence"; if (log.IsWarnEnabled) log.Warn("Could not find " + brotherLawrence.Name + ", creating him ..."); brotherLawrence.GuildName = "Part of " + questTitle + " Quest"; brotherLawrence.Realm = eRealm.Albion; brotherLawrence.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 14, 20); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 98, 44); brotherLawrence.Inventory = template.CloseTemplate(); brotherLawrence.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); brotherLawrence.Size = 54; brotherLawrence.Level = 29; brotherLawrence.X = 560559; brotherLawrence.Y = 511892; brotherLawrence.Z = 2344; brotherLawrence.Heading = 662; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) brotherLawrence.SaveIntoDatabase(); brotherLawrence.AddToWorld(); } else brotherLawrence = npcs[0]; #endregion #region defineItems // item db check lawrencesEmptyFlask = GameServer.Database.FindObjectByKey<ItemTemplate>("lawrences_empty_flask"); if (lawrencesEmptyFlask == null) { lawrencesEmptyFlask = new ItemTemplate(); lawrencesEmptyFlask.Name = "Lawrence's Empty Flask"; if (log.IsWarnEnabled) log.Warn("Could not find "+lawrencesEmptyFlask.Name+", creating it ..."); lawrencesEmptyFlask.Level = 0; lawrencesEmptyFlask.Weight = 1; lawrencesEmptyFlask.Model = 490; lawrencesEmptyFlask.Object_Type = (int) eObjectType.GenericItem; lawrencesEmptyFlask.Id_nb = "lawrences_empty_flask"; lawrencesEmptyFlask.Price = 0; lawrencesEmptyFlask.IsPickable = false; lawrencesEmptyFlask.IsDropable = false; lawrencesEmptyFlask.Quality = 100; lawrencesEmptyFlask.Condition = 1000; lawrencesEmptyFlask.MaxCondition = 1000; lawrencesEmptyFlask.Durability = 1000; lawrencesEmptyFlask.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(lawrencesEmptyFlask); } // item db check lawrencesFilledFlask = GameServer.Database.FindObjectByKey<ItemTemplate>("lawrences_filled_flask"); if (lawrencesFilledFlask == null) { lawrencesFilledFlask = new ItemTemplate(); lawrencesFilledFlask.Name = "Lawrence's Filled Flask"; if (log.IsWarnEnabled) log.Warn("Could not find "+lawrencesFilledFlask.Name+", creating it ..."); lawrencesFilledFlask.Level = 0; lawrencesFilledFlask.Weight = 1; lawrencesFilledFlask.Model = 490; lawrencesFilledFlask.Object_Type = (int) eObjectType.GenericItem; lawrencesFilledFlask.Id_nb = "lawrences_filled_flask"; lawrencesFilledFlask.Price = 0; lawrencesFilledFlask.IsPickable = false; lawrencesFilledFlask.IsDropable = false; lawrencesFilledFlask.Quality = 100; lawrencesFilledFlask.Condition = 1000; lawrencesFilledFlask.MaxCondition = 1000; lawrencesFilledFlask.Durability = 1000; lawrencesFilledFlask.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(lawrencesFilledFlask); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(brotherLawrence, GameLivingEvent.Interact, new DOLEventHandler(TalkToBrotherLawrence)); GameEventMgr.AddHandler(brotherLawrence, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToBrotherLawrence)); /* Now we bring to Ydenia the possibility to give this quest to players */ brotherLawrence.AddQuestToGive(typeof (LawrencesOil)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
/// <summary> /// Method to load all the templates into memory /// </summary> public static void LoadTemplates() { #region Albion #region Archer if (!Albion_Archer.LoadFromDatabase("albion_archer")) { Albion_Archer.AddNPCEquipment(eInventorySlot.Cloak, 3800); Albion_Archer.AddNPCEquipment(eInventorySlot.TorsoArmor, 728); Albion_Archer.AddNPCEquipment(eInventorySlot.LegsArmor, 663); Albion_Archer.AddNPCEquipment(eInventorySlot.ArmsArmor, 664); Albion_Archer.AddNPCEquipment(eInventorySlot.HandsArmor, 665); Albion_Archer.AddNPCEquipment(eInventorySlot.FeetArmor, 666); Albion_Archer.AddNPCEquipment(eInventorySlot.DistanceWeapon, 849); Albion_Archer.AddNPCEquipment(eInventorySlot.RightHandWeapon, 653); Albion_Archer.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 59); Albion_Archer = Albion_Archer.CloseTemplate(); Albion_Archer.GetItem(eInventorySlot.DistanceWeapon).Hand = (int)eHandFlag.Two; Albion_Archer.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; } #endregion #region Caster if (!Albion_Caster.LoadFromDatabase("albion_caster")) { Albion_Caster.AddNPCEquipment(eInventorySlot.Cloak, 3800); Albion_Caster.AddNPCEquipment(eInventorySlot.TorsoArmor, 58); Albion_Caster.AddNPCEquipment(eInventorySlot.HandsArmor, 142); Albion_Caster.AddNPCEquipment(eInventorySlot.FeetArmor, 143); Albion_Caster.AddNPCEquipment(eInventorySlot.RightHandWeapon, 13); Albion_Caster.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 1170); Albion_Caster = Albion_Caster.CloseTemplate(); Albion_Caster.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Fighter if (!Albion_Fighter.LoadFromDatabase("albion_fighter")) { Albion_Fighter.AddNPCEquipment(eInventorySlot.Cloak, 3800); Albion_Fighter.AddNPCEquipment(eInventorySlot.TorsoArmor, 662); Albion_Fighter.AddNPCEquipment(eInventorySlot.LegsArmor, 663); Albion_Fighter.AddNPCEquipment(eInventorySlot.ArmsArmor, 664); Albion_Fighter.AddNPCEquipment(eInventorySlot.HandsArmor, 665); Albion_Fighter.AddNPCEquipment(eInventorySlot.FeetArmor, 666); Albion_Fighter.AddNPCEquipment(eInventorySlot.HeadArmor, 95); Albion_Fighter.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 60); Albion_Fighter.AddNPCEquipment(eInventorySlot.RightHandWeapon, 10); Albion_Fighter.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 649); Albion_Fighter = Albion_Fighter.CloseTemplate(); Albion_Fighter.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; Albion_Fighter.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Lord if (!Albion_Lord.LoadFromDatabase("albion_lord")) { Albion_Lord.AddNPCEquipment(eInventorySlot.Cloak, 3800); //676 Albion_Lord.AddNPCEquipment(eInventorySlot.TorsoArmor, 662); Albion_Lord.AddNPCEquipment(eInventorySlot.LegsArmor, 663); Albion_Lord.AddNPCEquipment(eInventorySlot.ArmsArmor, 664); Albion_Lord.AddNPCEquipment(eInventorySlot.HandsArmor, 665); Albion_Lord.AddNPCEquipment(eInventorySlot.FeetArmor, 666); Albion_Lord.AddNPCEquipment(eInventorySlot.HeadArmor, 95); Albion_Lord.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 60); Albion_Lord.AddNPCEquipment(eInventorySlot.RightHandWeapon, 10); Albion_Lord.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 649); Albion_Lord.AddNPCEquipment(eInventorySlot.DistanceWeapon, 132); Albion_Lord = Albion_Lord.CloseTemplate(); Albion_Lord.GetItem(eInventorySlot.DistanceWeapon).Hand = (int)eHandFlag.Two; Albion_Lord.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; Albion_Lord.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Healer if (!Albion_Healer.LoadFromDatabase("albion_healer")) { Albion_Healer.AddNPCEquipment(eInventorySlot.Cloak, 3800); Albion_Healer.AddNPCEquipment(eInventorySlot.TorsoArmor, 713); Albion_Healer.AddNPCEquipment(eInventorySlot.LegsArmor, 663); Albion_Healer.AddNPCEquipment(eInventorySlot.ArmsArmor, 664); Albion_Healer.AddNPCEquipment(eInventorySlot.HandsArmor, 665); Albion_Healer.AddNPCEquipment(eInventorySlot.FeetArmor, 666); Albion_Healer.AddNPCEquipment(eInventorySlot.HeadArmor, 94); Albion_Healer.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 61); Albion_Healer.AddNPCEquipment(eInventorySlot.RightHandWeapon, 3282); Albion_Healer = Albion_Healer.CloseTemplate(); Albion_Fighter.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; } #endregion #region Stealther if (!Albion_Stealther.LoadFromDatabase("albion_stealther")) { Albion_Stealther.AddNPCEquipment(eInventorySlot.Cloak, 3800); Albion_Stealther.AddNPCEquipment(eInventorySlot.TorsoArmor, 792); Albion_Stealther.AddNPCEquipment(eInventorySlot.LegsArmor, 663); Albion_Stealther.AddNPCEquipment(eInventorySlot.ArmsArmor, 664); Albion_Stealther.AddNPCEquipment(eInventorySlot.HandsArmor, 665); Albion_Stealther.AddNPCEquipment(eInventorySlot.FeetArmor, 666); Albion_Stealther.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 653); Albion_Stealther.AddNPCEquipment(eInventorySlot.RightHandWeapon, 653); Albion_Stealther.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 653); Albion_Stealther = Albion_Stealther.CloseTemplate(); Albion_Stealther.GetItem(eInventorySlot.LeftHandWeapon).Hand = (int)eHandFlag.Left; Albion_Stealther.GetItem(eInventorySlot.LeftHandWeapon).SlotPosition = Slot.LEFTHAND; } #endregion #region PK //portal keep Albion_FighterPK.LoadFromDatabase("alb_fighter_pk"); Albion_ArcherPK.LoadFromDatabase("alb_archer_pk"); Albion_CasterPK.LoadFromDatabase("alb_caster_pk"); #endregion #endregion #region Midgard #region Archer if (!Midgard_Archer.LoadFromDatabase("midgard_archer")) { Midgard_Archer.AddNPCEquipment(eInventorySlot.Cloak, 3801); Midgard_Archer.AddNPCEquipment(eInventorySlot.TorsoArmor, 668); Midgard_Archer.AddNPCEquipment(eInventorySlot.LegsArmor, 2943); Midgard_Archer.AddNPCEquipment(eInventorySlot.ArmsArmor, 2944); Midgard_Archer.AddNPCEquipment(eInventorySlot.HandsArmor, 2945); Midgard_Archer.AddNPCEquipment(eInventorySlot.FeetArmor, 2946); Midgard_Archer.AddNPCEquipment(eInventorySlot.HeadArmor, 2874); Midgard_Archer.AddNPCEquipment(eInventorySlot.DistanceWeapon, 1037); Midgard_Archer.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 328); Midgard_Archer.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 59); Midgard_Archer = Midgard_Archer.CloseTemplate(); Midgard_Archer.GetItem(eInventorySlot.DistanceWeapon).Hand = (int)eHandFlag.Two; Midgard_Archer.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; Midgard_Archer.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; } #endregion #region Caster if (!Midgard_Caster.LoadFromDatabase("midgard_caster")) { Midgard_Caster.AddNPCEquipment(eInventorySlot.Cloak, 3801); Midgard_Caster.AddNPCEquipment(eInventorySlot.TorsoArmor, 98); Midgard_Caster.AddNPCEquipment(eInventorySlot.HandsArmor, 142); Midgard_Caster.AddNPCEquipment(eInventorySlot.FeetArmor, 143); Midgard_Caster.AddNPCEquipment(eInventorySlot.RightHandWeapon, 13); Midgard_Caster.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 566); Midgard_Caster = Midgard_Caster.CloseTemplate(); Midgard_Caster.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Fighter if (!Midgard_Fighter.LoadFromDatabase("midgard_fighter")) { Midgard_Fighter.AddNPCEquipment(eInventorySlot.Cloak, 3801); Midgard_Fighter.AddNPCEquipment(eInventorySlot.TorsoArmor, 668); Midgard_Fighter.AddNPCEquipment(eInventorySlot.LegsArmor, 2943); Midgard_Fighter.AddNPCEquipment(eInventorySlot.ArmsArmor, 2944); Midgard_Fighter.AddNPCEquipment(eInventorySlot.HandsArmor, 2945); Midgard_Fighter.AddNPCEquipment(eInventorySlot.FeetArmor, 2946); Midgard_Fighter.AddNPCEquipment(eInventorySlot.HeadArmor, 2874); Midgard_Fighter.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 60); Midgard_Fighter.AddNPCEquipment(eInventorySlot.RightHandWeapon, 313); Midgard_Fighter.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 572); Midgard_Fighter = Midgard_Fighter.CloseTemplate(); Midgard_Fighter.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; Midgard_Fighter.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Lord if (!Midgard_Lord.LoadFromDatabase("midgard_lord")) { Midgard_Lord.AddNPCEquipment(eInventorySlot.Cloak, 3801); Midgard_Lord.AddNPCEquipment(eInventorySlot.TorsoArmor, 668); Midgard_Lord.AddNPCEquipment(eInventorySlot.LegsArmor, 2943); Midgard_Lord.AddNPCEquipment(eInventorySlot.ArmsArmor, 2944); Midgard_Lord.AddNPCEquipment(eInventorySlot.HandsArmor, 2945); Midgard_Lord.AddNPCEquipment(eInventorySlot.FeetArmor, 2946); Midgard_Lord.AddNPCEquipment(eInventorySlot.HeadArmor, 2874); Midgard_Lord.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 60); Midgard_Lord.AddNPCEquipment(eInventorySlot.RightHandWeapon, 313); Midgard_Lord.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 572); Midgard_Lord.AddNPCEquipment(eInventorySlot.DistanceWeapon, 564); Midgard_Lord = Midgard_Lord.CloseTemplate(); Midgard_Lord.GetItem(eInventorySlot.DistanceWeapon).Hand = (int)eHandFlag.Two; Midgard_Lord.GetItem(eInventorySlot.DistanceWeapon).Object_Type = (int)eObjectType.Longbow; Midgard_Lord.GetItem(eInventorySlot.DistanceWeapon).SlotPosition = Slot.RANGED; Midgard_Lord.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; Midgard_Lord.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Healer if (!Midgard_Healer.LoadFromDatabase("midgard_healer")) { Midgard_Healer.AddNPCEquipment(eInventorySlot.Cloak, 3801); Midgard_Healer.AddNPCEquipment(eInventorySlot.TorsoArmor, 668); Midgard_Healer.AddNPCEquipment(eInventorySlot.LegsArmor, 2943); Midgard_Healer.AddNPCEquipment(eInventorySlot.ArmsArmor, 2944); Midgard_Healer.AddNPCEquipment(eInventorySlot.HandsArmor, 2945); Midgard_Healer.AddNPCEquipment(eInventorySlot.FeetArmor, 2946); Midgard_Healer.AddNPCEquipment(eInventorySlot.HeadArmor, 2874); Midgard_Healer.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 59); Midgard_Healer.AddNPCEquipment(eInventorySlot.RightHandWeapon, 3335); Midgard_Healer.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 3336); Midgard_Healer = Midgard_Healer.CloseTemplate(); Midgard_Healer.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; } #endregion #region Hastener if (!Midgard_Hastener.LoadFromDatabase("midgard_hastener")) { Midgard_Hastener.AddNPCEquipment(eInventorySlot.Cloak, 443, 43); Midgard_Hastener.AddNPCEquipment(eInventorySlot.TorsoArmor, 230); Midgard_Hastener.AddNPCEquipment(eInventorySlot.HandsArmor, 233); Midgard_Hastener.AddNPCEquipment(eInventorySlot.FeetArmor, 234); Midgard_Hastener.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 228); Midgard_Hastener = Midgard_Hastener.CloseTemplate(); Midgard_Hastener.GetItem(eInventorySlot.LeftHandWeapon).Hand = (int)eHandFlag.Left; Midgard_Hastener.GetItem(eInventorySlot.LeftHandWeapon).SlotPosition = Slot.LEFTHAND; } #endregion #region Stealther if (!Midgard_Stealther.LoadFromDatabase("midgard_stealther")) { Midgard_Stealther.AddNPCEquipment(eInventorySlot.Cloak, 3801); Midgard_Stealther.AddNPCEquipment(eInventorySlot.TorsoArmor, 668); Midgard_Stealther.AddNPCEquipment(eInventorySlot.LegsArmor, 2943); Midgard_Stealther.AddNPCEquipment(eInventorySlot.ArmsArmor, 2944); Midgard_Stealther.AddNPCEquipment(eInventorySlot.HandsArmor, 2945); Midgard_Stealther.AddNPCEquipment(eInventorySlot.FeetArmor, 2946); Midgard_Stealther.AddNPCEquipment(eInventorySlot.HeadArmor, 335); Midgard_Stealther.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 573); Midgard_Stealther.AddNPCEquipment(eInventorySlot.RightHandWeapon, 573); Midgard_Stealther.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 577); Midgard_Stealther = Midgard_Stealther.CloseTemplate(); Midgard_Stealther.GetItem(eInventorySlot.LeftHandWeapon).Hand = (int)eHandFlag.Left; Albion_Stealther.GetItem(eInventorySlot.LeftHandWeapon).SlotPosition = Slot.LEFTHAND; } #endregion #region PK Midgard_FighterPK.LoadFromDatabase("mid_fighter_pk"); Midgard_ArcherPK.LoadFromDatabase("mid_archer_pk"); Midgard_CasterPK.LoadFromDatabase("mid_caster_pk"); #endregion #endregion #region Hibernia #region Archer if (!Hibernia_Archer.LoadFromDatabase("hibernia_archer")) { Hibernia_Archer.AddNPCEquipment(eInventorySlot.Cloak, 3802); Hibernia_Archer.AddNPCEquipment(eInventorySlot.TorsoArmor, 667); Hibernia_Archer.AddNPCEquipment(eInventorySlot.LegsArmor, 989); Hibernia_Archer.AddNPCEquipment(eInventorySlot.ArmsArmor, 990); Hibernia_Archer.AddNPCEquipment(eInventorySlot.HandsArmor, 991); Hibernia_Archer.AddNPCEquipment(eInventorySlot.FeetArmor, 992); Hibernia_Archer.AddNPCEquipment(eInventorySlot.HeadArmor, 1207); Hibernia_Archer.AddNPCEquipment(eInventorySlot.DistanceWeapon, 919); Hibernia_Archer.AddNPCEquipment(eInventorySlot.RightHandWeapon, 643); Hibernia_Archer.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 643); Hibernia_Archer = Hibernia_Archer.CloseTemplate(); Hibernia_Archer.GetItem(eInventorySlot.DistanceWeapon).Hand = (int)eHandFlag.Two; Hibernia_Archer.GetItem(eInventorySlot.DistanceWeapon).Object_Type = (int)eObjectType.RecurvedBow; Hibernia_Archer.GetItem(eInventorySlot.DistanceWeapon).SlotPosition = Slot.RANGED; Hibernia_Archer.GetItem(eInventorySlot.LeftHandWeapon).Hand = (int)eHandFlag.Left; } #endregion #region Caster if (!Hibernia_Caster.LoadFromDatabase("hibernia_caster")) { Hibernia_Caster.AddNPCEquipment(eInventorySlot.Cloak, 3802); Hibernia_Caster.AddNPCEquipment(eInventorySlot.TorsoArmor, 97); Hibernia_Caster.AddNPCEquipment(eInventorySlot.HandsArmor, 142); Hibernia_Caster.AddNPCEquipment(eInventorySlot.FeetArmor, 143); Hibernia_Caster.AddNPCEquipment(eInventorySlot.RightHandWeapon, 13); Hibernia_Caster.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 1176); Hibernia_Caster = Hibernia_Caster.CloseTemplate(); Hibernia_Caster.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Fighter if (!Hibernia_Fighter.LoadFromDatabase("hibernia_fighter")) { Hibernia_Fighter.AddNPCEquipment(eInventorySlot.Cloak, 3802); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.TorsoArmor, 667); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.LegsArmor, 989); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.ArmsArmor, 990); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.HandsArmor, 991); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.FeetArmor, 992); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.HeadArmor, 1207); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 79); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.RightHandWeapon, 897); Hibernia_Fighter.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 476); Hibernia_Fighter = Hibernia_Fighter.CloseTemplate(); Hibernia_Fighter.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; Hibernia_Fighter.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Lord if (!Hibernia_Lord.LoadFromDatabase("hibernia_lord")) { Hibernia_Lord.AddNPCEquipment(eInventorySlot.Cloak, 3802); Hibernia_Lord.AddNPCEquipment(eInventorySlot.TorsoArmor, 667); Hibernia_Lord.AddNPCEquipment(eInventorySlot.LegsArmor, 989); Hibernia_Lord.AddNPCEquipment(eInventorySlot.ArmsArmor, 990); Hibernia_Lord.AddNPCEquipment(eInventorySlot.HandsArmor, 991); Hibernia_Lord.AddNPCEquipment(eInventorySlot.FeetArmor, 992); Hibernia_Lord.AddNPCEquipment(eInventorySlot.HeadArmor, 1207); Hibernia_Lord.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 79); Hibernia_Lord.AddNPCEquipment(eInventorySlot.RightHandWeapon, 897); Hibernia_Lord.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 476); Hibernia_Lord.AddNPCEquipment(eInventorySlot.DistanceWeapon, 471); Hibernia_Lord.GetItem(eInventorySlot.DistanceWeapon).Hand = (int)eHandFlag.Two; Hibernia_Lord.GetItem(eInventorySlot.DistanceWeapon).Object_Type = (int)eObjectType.CompositeBow; Hibernia_Lord.GetItem(eInventorySlot.DistanceWeapon).SlotPosition = Slot.RANGED; Hibernia_Lord.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; Hibernia_Lord.GetItem(eInventorySlot.TwoHandWeapon).Hand = (int)eHandFlag.Two; } #endregion #region Healer if (!Hibernia_Healer.LoadFromDatabase("hibernia_healer")) { Hibernia_Healer.AddNPCEquipment(eInventorySlot.Cloak, 3802); Hibernia_Healer.AddNPCEquipment(eInventorySlot.TorsoArmor, 667); Hibernia_Healer.AddNPCEquipment(eInventorySlot.LegsArmor, 989); Hibernia_Healer.AddNPCEquipment(eInventorySlot.ArmsArmor, 990); Hibernia_Healer.AddNPCEquipment(eInventorySlot.HandsArmor, 991); Hibernia_Healer.AddNPCEquipment(eInventorySlot.FeetArmor, 992); Hibernia_Healer.AddNPCEquipment(eInventorySlot.HeadArmor, 1207); Hibernia_Healer.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 59); Hibernia_Healer.AddNPCEquipment(eInventorySlot.RightHandWeapon, 3247); Hibernia_Healer = Hibernia_Healer.CloseTemplate(); Hibernia_Healer.GetItem(eInventorySlot.LeftHandWeapon).Object_Type = (int)eObjectType.Shield; } #endregion #region Stealther if (!Hibernia_Stealther.LoadFromDatabase("hibernia_stealther")) { Hibernia_Stealther.AddNPCEquipment(eInventorySlot.Cloak, 3802); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.TorsoArmor, 667); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.LegsArmor, 989); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.ArmsArmor, 990); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.HandsArmor, 991); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.FeetArmor, 992); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 2685); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.RightHandWeapon, 2685); Hibernia_Stealther.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 2687); Hibernia_Stealther = Hibernia_Stealther.CloseTemplate(); Hibernia_Stealther.GetItem(eInventorySlot.LeftHandWeapon).Hand = (int)eHandFlag.Left; Albion_Stealther.GetItem(eInventorySlot.LeftHandWeapon).SlotPosition = Slot.LEFTHAND; } #endregion #region PK Hibernia_FighterPK.LoadFromDatabase("hib_fighter_pk"); Hibernia_ArcherPK.LoadFromDatabase("hib_archer_pk"); Hibernia_CasterPK.LoadFromDatabase("hib_caster_pk"); #endregion #endregion }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCs masterFrederick = GetMasterFrederick(); GameNPC[] npcs = WorldMgr.GetNPCsByName("Nob the Stableboy", eRealm.Albion); if (npcs.Length == 0) { nob = new GameNPC(); nob.Model = 9; nob.Name = "Nob the Stableboy"; if (log.IsWarnEnabled) log.Warn("Could not find " + nob.Name + ", creating him ..."); nob.GuildName = "Part of " + questTitle + " Quest"; nob.Realm = eRealm.Albion; nob.CurrentRegionID = 1; nob.Size = 45; nob.Level = 4; nob.X = 573019; nob.Y = 504485; nob.Z = 2199; nob.Heading = 10; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) nob.SaveIntoDatabase(); nob.AddToWorld(); } else nob = npcs[0]; npcs = (GameNPC[])WorldMgr.GetObjectsByName("Dragonfly Handler Colm", eRealm.Albion, typeof(GameStableMaster)); if (npcs.Length == 0) { colm = new GameStableMaster(); colm.Model = 78; colm.Name = "Dragonfly Handler Colm"; if (log.IsWarnEnabled) log.Warn("Could not find " + colm.Name + ", creating ..."); colm.GuildName = "Stable Master"; colm.Realm = eRealm.Albion; colm.CurrentRegionID = 1; colm.Size = 51; colm.Level = 50; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 81, 10); template.AddNPCEquipment(eInventorySlot.LegsArmor, 82, 10); template.AddNPCEquipment(eInventorySlot.FeetArmor, 84, 10); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 32); colm.Inventory = template.CloseTemplate(); // colm.AddNPCEquipment(Slot.TORSO, 81, 10, 0, 0); // colm.AddNPCEquipment(Slot.LEGS, 82, 10, 0, 0); // colm.AddNPCEquipment(Slot.FEET, 84, 10, 0, 0); // colm.AddNPCEquipment(Slot.CLOAK, 57, 32, 0, 0); colm.X = 562775; colm.Y = 512453; colm.Z = 2438; colm.Heading = 158; colm.MaxSpeedBase = 200; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; colm.SetOwnBrain(brain); //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) colm.SaveIntoDatabase(); colm.AddToWorld(); } else { colm = npcs[0] as GameStableMaster; } npcs = WorldMgr.GetNPCsByName("Haruld", eRealm.Albion); if (npcs.Length == 0 || !(npcs[0] is GameStableMaster)) { haruld = new GameStableMaster(); haruld.Model = 9; haruld.Name = "Haruld"; if (log.IsWarnEnabled) log.Warn("Could not find " + haruld.Name + ", creating ..."); haruld.GuildName = "Stable Master"; haruld.Realm = eRealm.Albion; haruld.CurrentRegionID = 1; haruld.Size = 49; haruld.Level = 4; haruld.X = 572479; haruld.Y = 504410; haruld.Z = 2184; haruld.Heading = 944; haruld.MaxSpeedBase = 100; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; haruld.SetOwnBrain(brain); haruld.EquipmentTemplateID = "11701337"; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) haruld.SaveIntoDatabase(); haruld.AddToWorld(); } else { haruld = npcs[0] as GameStableMaster; } npcs = WorldMgr.GetNPCsByName("Fairy Dragonfly Handler", eRealm.None); if (npcs.Length == 0) { fairyDragonflyHandler = new GameNPC(); fairyDragonflyHandler.Name = "Fairy Dragonfly Handler"; if (log.IsWarnEnabled) log.Warn("Could not find " + fairyDragonflyHandler.Name + ", creating ..."); fairyDragonflyHandler.X = 575334; fairyDragonflyHandler.Y = 506403; fairyDragonflyHandler.Z = 2331; fairyDragonflyHandler.Heading = 114; fairyDragonflyHandler.Model = 603; fairyDragonflyHandler.GuildName = "Part of " + questTitle + " Quest"; fairyDragonflyHandler.Realm = eRealm.None; fairyDragonflyHandler.CurrentRegionID = 1; fairyDragonflyHandler.Size = 49; fairyDragonflyHandler.Level = 3; // Leave at default values to be one the save side ... //fairyDragonflyHandler.AggroLevel = 80; //fairyDragonflyHandler.AggroRange = 1000; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) fairyDragonflyHandler.SaveIntoDatabase(); fairyDragonflyHandler.AddToWorld(); } else fairyDragonflyHandler = (GameNPC)npcs[0]; #endregion defineNPCs #region defineItems dragonflyWhip = GameServer.Database.FindObjectByKey<ItemTemplate>("dragonfly_whip"); if (dragonflyWhip == null) { dragonflyWhip = new ItemTemplate(); dragonflyWhip.Name = "Dragonfly Whip"; if (log.IsWarnEnabled) log.Warn("Could not find " + dragonflyWhip.Name + " , creating it ..."); dragonflyWhip.Weight = 15; dragonflyWhip.Model = 859; dragonflyWhip.Object_Type = (int)eObjectType.GenericItem; dragonflyWhip.Id_nb = "dragonfly_whip"; dragonflyWhip.IsPickable = true; dragonflyWhip.IsDropable = false; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(dragonflyWhip); } // item db check recruitsVest = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_studded_vest"); if (recruitsVest == null) { recruitsVest = new ItemTemplate(); recruitsVest.Name = "Recruit's Studded Vest"; if (log.IsWarnEnabled) log.Warn("Could not find " + recruitsVest.Name + ", creating it ..."); recruitsVest.Level = 8; recruitsVest.Weight = 60; recruitsVest.Model = 81; // studded vest recruitsVest.DPS_AF = 12; // Armour recruitsVest.SPD_ABS = 19; // Absorption recruitsVest.Object_Type = (int)eObjectType.Studded; recruitsVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsVest.Id_nb = "recruits_studded_vest"; recruitsVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsVest.IsPickable = true; recruitsVest.IsDropable = true; recruitsVest.CanDropAsLoot = false; recruitsVest.Color = 9; // red leather recruitsVest.Bonus = 5; // default bonus recruitsVest.Bonus1 = 4; recruitsVest.Bonus1Type = (int)eStat.STR; recruitsVest.Bonus2 = 3; recruitsVest.Bonus2Type = (int)eStat.CON; recruitsVest.Quality = 100; recruitsVest.Condition = 1000; recruitsVest.MaxCondition = 1000; recruitsVest.Durability = 1000; recruitsVest.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(recruitsVest); } // item db check recruitsQuiltedVest = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_vest"); if (recruitsQuiltedVest == null) { recruitsQuiltedVest = new ItemTemplate(); recruitsQuiltedVest.Name = "Recruit's Quilted Vest"; if (log.IsWarnEnabled) log.Warn("Could not find " + recruitsQuiltedVest.Name + ", creating it ..."); recruitsQuiltedVest.Level = 8; recruitsQuiltedVest.Weight = 20; recruitsQuiltedVest.Model = 151; // studded vest recruitsQuiltedVest.DPS_AF = 6; // Armour recruitsQuiltedVest.SPD_ABS = 0; // Absorption recruitsQuiltedVest.Object_Type = (int)eObjectType.Cloth; recruitsQuiltedVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsQuiltedVest.Id_nb = "recruits_quilted_vest"; recruitsQuiltedVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsQuiltedVest.IsPickable = true; recruitsQuiltedVest.IsDropable = true; recruitsQuiltedVest.Color = 9; // red leather recruitsQuiltedVest.Bonus = 5; // default bonus recruitsQuiltedVest.Bonus1 = 4; recruitsQuiltedVest.Bonus1Type = (int)eStat.INT; recruitsQuiltedVest.Bonus2 = 3; recruitsQuiltedVest.Bonus2Type = (int)eStat.DEX; recruitsQuiltedVest.Quality = 100; recruitsQuiltedVest.Condition = 1000; recruitsQuiltedVest.MaxCondition = 1000; recruitsQuiltedVest.Durability = 1000; recruitsQuiltedVest.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(recruitsQuiltedVest); } #endregion defineItems /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); //We want to be notified whenever a player enters the world GameEventMgr.AddHandler(GamePlayerEvent.Quit, new DOLEventHandler(PlayerLeftWorld)); GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterFrederick)); GameEventMgr.AddHandler(masterFrederick, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterFrederick)); GameEventMgr.AddHandler(colm, GameLivingEvent.Interact, new DOLEventHandler(TalkToColm)); GameEventMgr.AddHandler(colm, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToColm)); GameEventMgr.AddHandler(nob, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToNob)); GameEventMgr.AddHandler(haruld, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHaruld)); GameEventMgr.AddHandler(fairyDragonflyHandler, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearFairyDragonflyHandler)); /* Now we bring to masterFrederick the possibility to give this quest to players */ masterFrederick.AddQuestToGive(typeof(IreFairyIre)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Laridia the Minstrel", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { laridiaTheMinstrel = new GameNPC(); laridiaTheMinstrel.Model = 38; laridiaTheMinstrel.Name = "Laridia the Minstrel"; if (log.IsWarnEnabled) { log.Warn("Could not find " + laridiaTheMinstrel.Name + ", creating him ..."); } laridiaTheMinstrel.GuildName = "Part of " + questTitle + " Quest"; laridiaTheMinstrel.Realm = eRealm.Albion; laridiaTheMinstrel.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 137, 9); template.AddNPCEquipment(eInventorySlot.FeetArmor, 138, 9); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 134, 9); template.AddNPCEquipment(eInventorySlot.Cloak, 96, 72); template.AddNPCEquipment(eInventorySlot.LegsArmor, 140, 43); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 141, 43); laridiaTheMinstrel.Inventory = template.CloseTemplate(); laridiaTheMinstrel.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); laridiaTheMinstrel.Size = 49; laridiaTheMinstrel.Level = 25; laridiaTheMinstrel.X = 562280; laridiaTheMinstrel.Y = 512243; laridiaTheMinstrel.Z = 2448; laridiaTheMinstrel.Heading = 3049; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { laridiaTheMinstrel.SaveIntoDatabase(); } laridiaTheMinstrel.AddToWorld(); } else { laridiaTheMinstrel = npcs[0]; } npcs = WorldMgr.GetNPCsByName("Farmer Asma", eRealm.Albion); if (npcs.Length == 0) { farmerAsma = new GameNPC(); farmerAsma.Model = 82; farmerAsma.Name = "Farmer Asma"; if (log.IsWarnEnabled) { log.Warn("Could not find " + farmerAsma.Name + ", creating him ..."); } farmerAsma.GuildName = "Part of " + questTitle + " Quest"; farmerAsma.Realm = eRealm.Albion; farmerAsma.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 31); template.AddNPCEquipment(eInventorySlot.Cloak, 57); template.AddNPCEquipment(eInventorySlot.LegsArmor, 32); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 33); farmerAsma.Inventory = template.CloseTemplate(); farmerAsma.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); farmerAsma.Size = 50; farmerAsma.Level = 35; farmerAsma.X = 563939; farmerAsma.Y = 509234; farmerAsma.Z = 2744; farmerAsma.Heading = 21; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { farmerAsma.SaveIntoDatabase(); } farmerAsma.AddToWorld(); } else { farmerAsma = npcs[0]; } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(laridiaTheMinstrel, GameLivingEvent.Interact, new DOLEventHandler(TalkToLaridiaTheMinstrel)); GameEventMgr.AddHandler(laridiaTheMinstrel, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToLaridiaTheMinstrel)); GameEventMgr.AddHandler(farmerAsma, GameObjectEvent.Interact, new DOLEventHandler(TalkToFarmerAsma)); GameEventMgr.AddHandler(farmerAsma, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToFarmerAsma)); /* Now we bring to Ydenia the possibility to give this quest to players */ laridiaTheMinstrel.AddQuestToGive(typeof(AgainstTheGrain)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.ScriptLoaded.Text1"), eRealm.Albion); if (npcs.Length == 0) { MasterKless = new GameNPC(); MasterKless.Model = 64; MasterKless.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.ScriptLoaded.Text1"); if (log.IsWarnEnabled) log.Warn("Could not find " + MasterKless.Name + ", creating him ..."); //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //MasterKless.GuildName = "Part of " + questTitle + " Quest"; MasterKless.Realm = eRealm.Albion; MasterKless.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 1005); //Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 96); //Slot 26 template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 1166); //Slot 12 MasterKless.Inventory = template.CloseTemplate(); MasterKless.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); MasterKless.Size = 51; MasterKless.Level = 50; MasterKless.X = 559370; MasterKless.Y = 513587; MasterKless.Z = 2428; MasterKless.Heading = 2685; if (SAVE_INTO_DATABASE) MasterKless.SaveIntoDatabase(); MasterKless.AddToWorld(); } else MasterKless = npcs[0]; #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(MasterKless, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterKless)); GameEventMgr.AddHandler(MasterKless, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterKless)); MasterKless.AddQuestToGive(typeof(WhenGoodBrowniesGoBad)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>("Josson", eRealm.Hibernia); if (npcs.Length == 0) { Josson = new GameNPC(); Josson.Model = 382; Josson.Name = "Josson"; if (log.IsWarnEnabled) { log.Warn("Could not find " + Josson.Name + ", creating him ..."); } // k109: My preference, no guildname for quest NPCs. Uncomment if you like that... // Josson.GuildName = "Part of " + questTitle + " Quest"; Josson.Realm = eRealm.Hibernia; Josson.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 386); // Slot 22 template.AddNPCEquipment(eInventorySlot.HeadArmor, 835); // Slot 21 template.AddNPCEquipment(eInventorySlot.FeetArmor, 387); // Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 383); // Slot 25 template.AddNPCEquipment(eInventorySlot.LegsArmor, 384); // Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 385); // Slot 28 Josson.Inventory = template.CloseTemplate(); Josson.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Josson.Size = 48; Josson.Level = 50; Josson.X = 346627; Josson.Y = 491453; Josson.Z = 5247; Josson.Heading = 2946; if (SAVE_INTO_DATABASE) { Josson.SaveIntoDatabase(); } Josson.AddToWorld(); } else { Josson = npcs[0]; } GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Josson, GameLivingEvent.Interact, new DOLEventHandler(TalkToJosson)); GameEventMgr.AddHandler(Josson, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToJosson)); Josson.AddQuestToGive(typeof(MagicalBacklash)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Sir Jerem", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { sirJerem = new GameNPC(); sirJerem.Model = 254; sirJerem.Name = "Sir Jerem"; if (log.IsWarnEnabled) log.Warn("Could not find " + sirJerem.Name + ", creating him ..."); sirJerem.GuildName = "Part of " + questTitle + " Quest"; sirJerem.Realm = eRealm.Albion; sirJerem.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 68, 21); template.AddNPCEquipment(eInventorySlot.HeadArmor, 64); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 27); template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 158); sirJerem.Inventory = template.CloseTemplate(); sirJerem.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); sirJerem.Size = 51; sirJerem.Level = 38; sirJerem.X = 573815; sirJerem.Y = 530850; sirJerem.Z = 2933; sirJerem.Heading = 2685; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) sirJerem.SaveIntoDatabase(); sirJerem.AddToWorld(); } else sirJerem = npcs[0]; npcs = WorldMgr.GetNPCsByName("Squire Galune", eRealm.Albion); if (npcs.Length == 0) { squireGalune = new GameNPC(); squireGalune.Model = 254; squireGalune.Name = "Squire Galune"; if (log.IsWarnEnabled) log.Warn("Could not find " + squireGalune.Name + ", creating him ..."); squireGalune.GuildName = "Part of " + questTitle + " Quest"; squireGalune.Realm = eRealm.Albion; squireGalune.CurrentRegionID = 21; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 320); template.AddNPCEquipment(eInventorySlot.HandsArmor, 137); template.AddNPCEquipment(eInventorySlot.FeetArmor, 138); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 134); template.AddNPCEquipment(eInventorySlot.LegsArmor, 135); squireGalune.Inventory = template.CloseTemplate(); squireGalune.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); squireGalune.Size = 45; squireGalune.Level = 8; squireGalune.X = 33219; squireGalune.Y = 31931; squireGalune.Z = 16240; squireGalune.Heading = 477; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) squireGalune.SaveIntoDatabase(); squireGalune.AddToWorld(); } else squireGalune = npcs[0]; foreach (GameNPC npc in squireGalune.GetNPCsInRadius(400)) { if (npc.Name == "small spider") { smallSpider = npc; break; } } if (smallSpider == null) { smallSpider = new GameNPC(); smallSpider.Model = 72; smallSpider.Name = "small spider"; if (log.IsWarnEnabled) log.Warn("Could not find " + smallSpider.Name + ", creating him ..."); smallSpider.GuildName = "Part of " + questTitle + " Quest"; smallSpider.Realm = eRealm.None; smallSpider.CurrentRegionID = 21; smallSpider.Size = 17; smallSpider.Level = 5; smallSpider.X = 33158; smallSpider.Y = 31973; smallSpider.Z = 16240; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; smallSpider.SetOwnBrain(brain); smallSpider.Heading = 2605; smallSpider.MaxSpeedBase = 0; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) smallSpider.SaveIntoDatabase(); smallSpider.AddToWorld(); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(sirJerem, GameLivingEvent.Interact, new DOLEventHandler(TalkToSirJerem)); GameEventMgr.AddHandler(sirJerem, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToSirJerem)); GameEventMgr.AddHandler(squireGalune, GameLivingEvent.Interact, new DOLEventHandler(TalkToSquireGalune)); GameEventMgr.AddHandler(squireGalune, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToSquireGalune)); /* Now we bring to Ydenia the possibility to give this quest to players */ sirJerem.AddQuestToGive(typeof (ShakenSquire)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Andrew Wyatt", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { andrewWyatt = new GameNPC(); andrewWyatt.Model = 80; andrewWyatt.Name = "Andrew Wyatt"; if (log.IsWarnEnabled) { log.Warn("Could not find " + andrewWyatt.Name + ", creating him ..."); } andrewWyatt.GuildName = "Part of " + questTitle + " Quest"; andrewWyatt.Realm = eRealm.Albion; andrewWyatt.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 80); template.AddNPCEquipment(eInventorySlot.FeetArmor, 54); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 51); template.AddNPCEquipment(eInventorySlot.LegsArmor, 52); andrewWyatt.Inventory = template.CloseTemplate(); andrewWyatt.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); andrewWyatt.Size = 48; andrewWyatt.Level = 30; andrewWyatt.X = 559590; andrewWyatt.Y = 511039; andrewWyatt.Z = 2488; andrewWyatt.Heading = 1524; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { andrewWyatt.SaveIntoDatabase(); } andrewWyatt.AddToWorld(); } else { andrewWyatt = npcs[0]; } npcs = WorldMgr.GetNPCsByName("Geor Nadren", eRealm.Albion); if (npcs.Length == 0) { if (log.IsWarnEnabled) { log.Warn("Could not find Geor Nadren, creating him ..."); } georNadren = new GameNPC(); georNadren.Model = 9; georNadren.Name = "Geor Nadren"; georNadren.GuildName = "Part of " + questTitle + " Quest"; georNadren.Realm = eRealm.Albion; georNadren.CurrentRegionID = 10; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); georNadren.Inventory = template.CloseTemplate(); georNadren.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); georNadren.Size = 51; georNadren.Level = 8; georNadren.X = 37355; georNadren.Y = 30943; georNadren.Z = 8002; georNadren.Heading = 3231; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { georNadren.SaveIntoDatabase(); } georNadren.AddToWorld(); } else { georNadren = npcs[0]; } npcs = WorldMgr.GetNPCsByName("Ver Nuren", eRealm.Albion); if (npcs.Length == 0) { if (log.IsWarnEnabled) { log.Warn("Could not find Ver Nuren, creating him ..."); } verNuren = new GameNPC(); verNuren.Model = 9; verNuren.Name = "Ver Nuren"; verNuren.GuildName = "Part of " + questTitle + " Quest"; verNuren.Realm = eRealm.Albion; verNuren.CurrentRegionID = 10; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 61); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); verNuren.Inventory = template.CloseTemplate(); verNuren.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); verNuren.Size = 51; verNuren.Level = 8; verNuren.X = 36799; verNuren.Y = 30786; verNuren.Z = 8010; verNuren.Heading = 625; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { verNuren.SaveIntoDatabase(); } verNuren.AddToWorld(); } else { verNuren = npcs[0]; } #endregion #region defineItems // item db check bundleOfBearSkins = GameServer.Database.FindObjectByKey <ItemTemplate>("bundle_of_bear_skins"); if (bundleOfBearSkins == null) { bundleOfBearSkins = new ItemTemplate(); bundleOfBearSkins.Name = "Bundle of Bear Skins"; if (log.IsWarnEnabled) { log.Warn("Could not find " + bundleOfBearSkins.Name + ", creating it ..."); } bundleOfBearSkins.Level = 0; bundleOfBearSkins.Weight = 0; bundleOfBearSkins.Model = 100; bundleOfBearSkins.Object_Type = (int)eObjectType.GenericItem; bundleOfBearSkins.Id_nb = "bundle_of_bear_skins"; bundleOfBearSkins.Price = 0; bundleOfBearSkins.IsPickable = false; bundleOfBearSkins.IsDropable = false; bundleOfBearSkins.Quality = 100; bundleOfBearSkins.Condition = 1000; bundleOfBearSkins.MaxCondition = 1000; bundleOfBearSkins.Durability = 1000; bundleOfBearSkins.MaxDurability = 1000; GameServer.Database.AddObject(bundleOfBearSkins); } // item db check spoolOfLeatherworkingThread = GameServer.Database.FindObjectByKey <ItemTemplate>("spool_of_leatherworking_thread"); if (spoolOfLeatherworkingThread == null) { spoolOfLeatherworkingThread = new ItemTemplate(); spoolOfLeatherworkingThread.Name = "Spool of Leatherworking Thread"; if (log.IsWarnEnabled) { log.Warn("Could not find " + spoolOfLeatherworkingThread.Name + ", creating it ..."); } spoolOfLeatherworkingThread.Level = 0; spoolOfLeatherworkingThread.Weight = 0; spoolOfLeatherworkingThread.Model = 537; spoolOfLeatherworkingThread.Object_Type = (int)eObjectType.GenericItem; spoolOfLeatherworkingThread.Id_nb = "spool_of_leatherworking_thread"; spoolOfLeatherworkingThread.Price = 0; spoolOfLeatherworkingThread.IsPickable = false; spoolOfLeatherworkingThread.IsDropable = false; spoolOfLeatherworkingThread.Quality = 100; spoolOfLeatherworkingThread.Condition = 1000; spoolOfLeatherworkingThread.MaxCondition = 1000; spoolOfLeatherworkingThread.Durability = 1000; spoolOfLeatherworkingThread.MaxDurability = 1000; GameServer.Database.AddObject(spoolOfLeatherworkingThread); } // item db check chokerOfTheBear = GameServer.Database.FindObjectByKey <ItemTemplate>("choker_of_the_bear"); if (chokerOfTheBear == null) { chokerOfTheBear = new ItemTemplate(); chokerOfTheBear.Name = "Choker of the Bear"; if (log.IsWarnEnabled) { log.Warn("Could not find " + chokerOfTheBear.Name + ", creating it ..."); } chokerOfTheBear.Level = 5; chokerOfTheBear.Weight = 6; chokerOfTheBear.Model = 101; chokerOfTheBear.Object_Type = (int)eObjectType.Magical; chokerOfTheBear.Item_Type = (int)eEquipmentItems.NECK; chokerOfTheBear.Id_nb = "choker_of_the_bear"; chokerOfTheBear.Price = Money.GetMoney(0, 0, 0, 0, 30); chokerOfTheBear.IsPickable = true; chokerOfTheBear.IsDropable = true; chokerOfTheBear.Bonus = 1; chokerOfTheBear.Bonus1Type = (int)eProperty.Strength; chokerOfTheBear.Bonus1 = 4; chokerOfTheBear.Bonus2Type = (int)eProperty.Resist_Thrust; chokerOfTheBear.Bonus2 = 1; chokerOfTheBear.Quality = 100; chokerOfTheBear.Condition = 1000; chokerOfTheBear.MaxCondition = 1000; chokerOfTheBear.Durability = 1000; chokerOfTheBear.MaxDurability = 1000; GameServer.Database.AddObject(chokerOfTheBear); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(andrewWyatt, GameLivingEvent.Interact, new DOLEventHandler(TalkToAndrewWyatt)); GameEventMgr.AddHandler(andrewWyatt, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToAndrewWyatt)); GameEventMgr.AddHandler(georNadren, GameObjectEvent.Interact, new DOLEventHandler(TalkToGeorNadren)); GameEventMgr.AddHandler(georNadren, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToGeorNadren)); GameEventMgr.AddHandler(verNuren, GameObjectEvent.Interact, new DOLEventHandler(TalkToVerNuren)); GameEventMgr.AddHandler(verNuren, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToVerNuren)); /* Now we bring to Ydenia the possibility to give this quest to players */ andrewWyatt.AddQuestToGive(typeof(AndrewsSkins)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName(questGiverName, eRealm.Hibernia); if (npcs.Length == 0) { questGiver = new GameNPC(); questGiver.Model = 386; questGiver.Name = questGiverName; if (log.IsWarnEnabled) log.Warn("Could not find " + questGiver.Name + ", creating her ..."); questGiver.Realm = eRealm.Hibernia; questGiver.CurrentRegionID = 27; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 813, 0); //Slot 22 template.AddNPCEquipment(eInventorySlot.FeetArmor, 814, 0); //Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 810, 0); //Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 678, 0); //Slot 26 template.AddNPCEquipment(eInventorySlot.LegsArmor, 811, 0); //Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 812, 0); //Slot 28 questGiver.Inventory = template.CloseTemplate(); questGiver.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); questGiver.Size = 50; questGiver.Level = 70; questGiver.X = 357695; questGiver.Y = 363457; questGiver.Z = 5340; questGiver.Heading = 3117; if (SAVE_INTO_DATABASE) questGiver.SaveIntoDatabase(); questGiver.AddToWorld(); } else questGiver = npcs[0]; npcs = WorldMgr.GetNPCsByName(questTargetName, eRealm.Hibernia); if (npcs.Length == 0) { questTarget = new GameNPC(); questTarget.Model = 350; questTarget.Name = questTargetName; if (log.IsWarnEnabled) log.Warn("Could not find " + questTarget.Name + ", creating him ..."); questTarget.Realm = eRealm.Hibernia; questTarget.CurrentRegionID = 27; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 391, 0); //Slot 22 template.AddNPCEquipment(eInventorySlot.FeetArmor, 392, 0); //Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 667, 0); //Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 678, 0); //Slot 26 template.AddNPCEquipment(eInventorySlot.LegsArmor, 389, 0); //Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 390, 0); //Slot 28 questTarget.Inventory = template.CloseTemplate(); questTarget.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); questTarget.Size = 50; questTarget.Level = 65; questTarget.X = 356932; questTarget.Y = 363575; questTarget.Z = 5248; questTarget.Heading = 2912; if (SAVE_INTO_DATABASE) questTarget.SaveIntoDatabase(); questTarget.AddToWorld(); } else questTarget = npcs[0]; #endregion defineNPCS #region defineAreas targetArea = WorldMgr.GetRegion(targetLocation.RegionID).AddArea(new Area.Circle("", targetLocation.X, targetLocation.Y, targetLocation.Z, 200)); #endregion defineAreas #region defineBehaviours QuestBuilder builder = QuestMgr.getBuilder(typeof(MovementAndInteraction)); QuestBehaviour a = null; string message1 = "Welcome to " + zoneName + ", <Class>. Here you will learn the basic skills needed to defend yourself as you explore our realm and grow in power and wisdom. Now, without further delay, let's get you started on your [training]."; string message2 = "If you exit through the doors behind me, you will enter the courtyard. In the courtyard, you will find Master Gethin, who will be your training instructor. Go now and speak to Master Gethin."; a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(MovementAndInteraction), null, (eComparator)5); a.AddAction(eActionType.GiveQuest, typeof(MovementAndInteraction), questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 1, (eComparator)3); a.AddAction(eActionType.Talk, message1, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "training", questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 1, (eComparator)3); a.AddAction(eActionType.IncQuestStep, typeof(MovementAndInteraction), null); a.AddAction(eActionType.Talk, message2, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 2, (eComparator)3); a.AddAction(eActionType.Talk, message2, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.EnterArea, null, targetArea); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 2, (eComparator)3); a.AddAction(eActionType.IncQuestStep, typeof(MovementAndInteraction), null); AddBehaviour(a); a = builder.CreateBehaviour(questTarget, -1); a.AddTrigger(eTriggerType.Interact, null, questTarget); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 3, (eComparator)3); a.AddAction(eActionType.FinishQuest, typeof(MovementAndInteraction), null); AddBehaviour(a); #endregion defineBehaviours questGiver.AddQuestToGive(typeof(MovementAndInteraction)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>("Rheda", eRealm.Albion); if (npcs.Length == 0) { Rheda = new GameNPC(); Rheda.Model = 6; Rheda.Name = "Rheda"; if (log.IsWarnEnabled) { log.Warn("Could not find " + Rheda.Name + ", creating him ..."); } // k109: My preference, no guildname for quest NPCs. Uncomment if you like that... // Rheda.GuildName = "Part of " + questTitle + " Quest"; Rheda.Realm = eRealm.Albion; Rheda.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 80); template.AddNPCEquipment(eInventorySlot.FeetArmor, 54); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 51); template.AddNPCEquipment(eInventorySlot.LegsArmor, 52); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 53); Rheda.Inventory = template.CloseTemplate(); Rheda.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Rheda.Size = 52; Rheda.Level = 25; Rheda.X = 559712; Rheda.Y = 513513; Rheda.Z = 2428; Rheda.Heading = 3822; if (SAVE_INTO_DATABASE) { Rheda.SaveIntoDatabase(); } Rheda.AddToWorld(); } else { Rheda = npcs[0]; } GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Rheda, GameLivingEvent.Interact, new DOLEventHandler(TalkToRheda)); GameEventMgr.AddHandler(Rheda, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToRheda)); Rheda.AddQuestToGive(typeof(RecruitingNothingButTrouble)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
protected void CreateDunwynClone() { GameNpcInventoryTemplate template; if (dunwynClone == null) { dunwynClone = new GameNPC(); dunwynClone.Name = "Master Dunwyn"; dunwynClone.Model = 9; dunwynClone.GuildName = "Part of " + questTitle + " Quest"; dunwynClone.Realm = eRealm.Albion; dunwynClone.CurrentRegionID = 1; dunwynClone.Size = 50; dunwynClone.Level = 14; dunwynClone.X = GameLocation.ConvertLocalXToGlobalX(8602, 0) + Util.Random(-150, 150); dunwynClone.Y = GameLocation.ConvertLocalYToGlobalY(47193, 0) + Util.Random(-150, 150); dunwynClone.Z = 2409; dunwynClone.Heading = 342; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 798); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 19); dunwynClone.Inventory = template.CloseTemplate(); dunwynClone.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // dunwynClone.AddNPCEquipment((byte) eEquipmentItems.TORSO, 798, 0, 0, 0); // dunwynClone.AddNPCEquipment((byte) eEquipmentItems.RIGHT_HAND, 19, 0, 0, 0); StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; dunwynClone.SetOwnBrain(brain); dunwynClone.AddToWorld(); GameEventMgr.AddHandler(dunwynClone, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterDunwyn)); GameEventMgr.AddHandler(dunwynClone, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterDunwyn)); } else { dunwynClone.MoveTo(1, 567604, 509619, 2813, 3292); } foreach (GamePlayer visPlayer in dunwynClone.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE)) { visPlayer.Out.SendEmoteAnimation(dunwynClone, eEmote.Bind); } for (int i = 0; i < recruits.Length; i++) { recruits[i] = new GameNPC(); recruits[i].Name = "Recruit"; recruits[i].GuildName = "Part of " + questTitle + " Quest"; recruits[i].Realm = eRealm.Albion; recruits[i].CurrentRegionID = 1; recruits[i].Size = 50; recruits[i].Level = 6; recruits[i].X = GameLocation.ConvertLocalXToGlobalX(8602, 0) + Util.Random(-150, 150); recruits[i].Y = GameLocation.ConvertLocalYToGlobalY(47193, 0) + Util.Random(-150, 150); recruits[i].Z = 2409; recruits[i].Heading = 187; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; recruits[i].SetOwnBrain(brain); } recruits[0].Name = "Recruit Armsman McTavish"; recruits[0].Model = 40; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 69); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46); template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); recruits[0].Inventory = template.CloseTemplate(); recruits[0].SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.TWO_HANDED, 69, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.TORSO, 46, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.LEGS, 47, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.FEET, 50, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.ARMS, 48, 0, 0, 0); // recruits[0].AddNPCEquipment((byte) eEquipmentItems.HAND, 49, 0, 0, 0); recruits[1].Name = "Recruit Paladin Andral"; recruits[1].Model = 41; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 6); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 41); template.AddNPCEquipment(eInventorySlot.LegsArmor, 42); template.AddNPCEquipment(eInventorySlot.FeetArmor, 45); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 43); template.AddNPCEquipment(eInventorySlot.HandsArmor, 44); recruits[1].Inventory = template.CloseTemplate(); recruits[1].SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.TWO_HANDED, 6, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.TORSO, 41, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.LEGS, 42, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.FEET, 45, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.ARMS, 43, 0, 0, 0); // recruits[1].AddNPCEquipment((byte) eEquipmentItems.HAND, 44, 0, 0, 0); recruits[2].Name = "Recruit Scout Gillman"; recruits[2].Model = 32; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 4); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); recruits[2].Inventory = template.CloseTemplate(); recruits[2].SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // recruits[2].AddNPCEquipment((byte) eEquipmentItems.RIGHT_HAND, 4, 0, 0, 0); // recruits[2].AddNPCEquipment((byte) eEquipmentItems.TORSO, 36, 0, 0, 0); // recruits[2].AddNPCEquipment((byte) eEquipmentItems.LEGS, 37, 0, 0, 0); recruits[3].Name = "Recruit Scout Stuart"; recruits[3].Model = 32; template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 5); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); recruits[3].Inventory = template.CloseTemplate(); recruits[3].SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // recruits[3].AddNPCEquipment((byte) eEquipmentItems.RIGHT_HAND, 5, 0, 0, 0); // recruits[3].AddNPCEquipment((byte) eEquipmentItems.TORSO, 36, 0, 0, 0); // recruits[3].AddNPCEquipment((byte) eEquipmentItems.LEGS, 37, 0, 0, 0); for (int i = 0; i < recruits.Length; i++) { recruits[i].AddToWorld(); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Godeleva Dowden", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { godelevaDowden = new GameNPC(); godelevaDowden.Model = 7; godelevaDowden.Name = "Godeleva Dowden"; if (log.IsWarnEnabled) { log.Warn("Could not find " + godelevaDowden.Name + ", creating him ..."); } godelevaDowden.GuildName = "Part of " + questTitle + " Quest"; godelevaDowden.Realm = eRealm.Albion; godelevaDowden.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.FeetArmor, 138); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 134); template.AddNPCEquipment(eInventorySlot.LegsArmor, 135); godelevaDowden.Inventory = template.CloseTemplate(); godelevaDowden.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); godelevaDowden.Size = 48; godelevaDowden.Level = 40; godelevaDowden.X = 559528; godelevaDowden.Y = 510953; godelevaDowden.Z = 2488; godelevaDowden.Heading = 1217; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { godelevaDowden.SaveIntoDatabase(); } godelevaDowden.AddToWorld(); } else { godelevaDowden = npcs[0]; } #endregion #region defineItems // item db check woodenBucket = GameServer.Database.FindObjectByKey <ItemTemplate>("wooden_bucket"); if (woodenBucket == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Wooden Bucket, creating it ..."); } woodenBucket = new ItemTemplate(); woodenBucket.Name = "Wooden Bucket"; woodenBucket.Level = 1; woodenBucket.Weight = 10; woodenBucket.Model = 1610; woodenBucket.Object_Type = (int)eObjectType.GenericItem; woodenBucket.Id_nb = "wooden_bucket"; woodenBucket.Price = 0; woodenBucket.IsPickable = false; woodenBucket.IsDropable = false; woodenBucket.Quality = 100; woodenBucket.Condition = 1000; woodenBucket.MaxCondition = 1000; woodenBucket.Durability = 1000; woodenBucket.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(woodenBucket); } // item db check fullWoodenBucket = GameServer.Database.FindObjectByKey <ItemTemplate>("full_wooden_bucket"); if (fullWoodenBucket == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Full Wooden Bucket, creating it ..."); } fullWoodenBucket = new ItemTemplate(); fullWoodenBucket.Name = "Full Wooden Bucket"; fullWoodenBucket.Level = 1; fullWoodenBucket.Weight = 250; fullWoodenBucket.Model = 1610; fullWoodenBucket.Object_Type = (int)eObjectType.GenericItem; fullWoodenBucket.Id_nb = "full_wooden_bucket"; fullWoodenBucket.Price = 0; fullWoodenBucket.IsPickable = false; fullWoodenBucket.IsDropable = false; fullWoodenBucket.Quality = 100; fullWoodenBucket.Condition = 1000; fullWoodenBucket.MaxCondition = 1000; fullWoodenBucket.Durability = 1000; fullWoodenBucket.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(fullWoodenBucket); } // item db check reedBracer = GameServer.Database.FindObjectByKey <ItemTemplate>("reed_bracer"); if (reedBracer == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Reed Bracer of Health creating it ..."); } reedBracer = new ItemTemplate(); reedBracer.Name = "Reed Bracer"; reedBracer.Level = 3; reedBracer.Weight = 1; reedBracer.Model = 598; reedBracer.Object_Type = (int)eObjectType.Magical; reedBracer.Item_Type = (int)eEquipmentItems.L_BRACER; reedBracer.Id_nb = "reed_bracer"; reedBracer.Price = Money.GetMoney(0, 0, 0, 0, 30); reedBracer.IsPickable = true; reedBracer.IsDropable = true; reedBracer.Bonus = 1; reedBracer.Bonus1Type = (int)eProperty.MaxHealth; reedBracer.Bonus1 = 8; reedBracer.Bonus2Type = (int)eProperty.Resist_Cold; reedBracer.Bonus2 = 1; reedBracer.Quality = 100; reedBracer.Condition = 1000; reedBracer.MaxCondition = 1000; reedBracer.Durability = 1000; reedBracer.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(reedBracer); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld)); GameEventMgr.AddHandler(godelevaDowden, GameLivingEvent.Interact, new DOLEventHandler(TalkToGodelevaDowden)); GameEventMgr.AddHandler(godelevaDowden, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToGodelevaDowden)); /* Now we bring to Ydenia the possibility to give this quest to players */ godelevaDowden.AddQuestToGive(typeof(GodelevasNeed)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Blercyn", eRealm.Hibernia); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { Blercyn = new GameNPC(); Blercyn.Model = 700; Blercyn.Name = "Blercyn"; if (log.IsWarnEnabled) log.Warn("Could not find " + Blercyn.Name + ", creating him ..."); //Blercyn.GuildName = "Part of " + questTitle + " Quest"; Blercyn.Realm = eRealm.Hibernia; Blercyn.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58); Blercyn.Inventory = template.CloseTemplate(); Blercyn.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Blercyn.Size = 50; Blercyn.Level = 50; Blercyn.X = 348614; Blercyn.Y = 492141; Blercyn.Z = 5199; Blercyn.Heading = 1539; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) Blercyn.SaveIntoDatabase(); Blercyn.AddToWorld(); } else Blercyn = npcs[0]; //Pompin The Crier npcs = WorldMgr.GetNPCsByName("Epona", eRealm.Hibernia); if (npcs.Length == 0) { Epona = new GameNPC(); Epona.Model = 10; Epona.Name = "Epona"; if (log.IsWarnEnabled) log.Warn("Could not find " + Epona.Name + ", creating him ..."); //Blercyn.GuildName = "Part of " + questTitle + " Quest"; Epona.Realm = eRealm.Hibernia; Epona.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58); Epona.Inventory = template.CloseTemplate(); Epona.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Epona.Size = 50; Epona.Level = 50; Epona.X = 347606; Epona.Y = 490658; Epona.Z = 5227; Epona.Heading = 1342; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) Epona.SaveIntoDatabase(); Epona.AddToWorld(); } else Epona = npcs[0]; #endregion defineNPCS GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Blercyn, GameLivingEvent.Interact, new DOLEventHandler(TalkToBlercyn)); GameEventMgr.AddHandler(Blercyn, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToBlercyn)); GameEventMgr.AddHandler(Epona, GameLivingEvent.Interact, new DOLEventHandler(TalkToEpona)); GameEventMgr.AddHandler(Epona, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToEpona)); Blercyn.AddQuestToGive(typeof(SearchForKnowledge)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>("Elvar Ironhand", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { elvarIronhand = new GameNPC(); elvarIronhand.Model = 10; elvarIronhand.Name = "Elvar Ironhand"; if (log.IsWarnEnabled) { log.Warn("Could not find " + elvarIronhand.Name + ", creating him ..."); } elvarIronhand.GuildName = "Part of " + questTitle + " Quest"; elvarIronhand.Realm = eRealm.Albion; elvarIronhand.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 12); elvarIronhand.Inventory = template.CloseTemplate(); elvarIronhand.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); elvarIronhand.Size = 54; elvarIronhand.Level = 17; elvarIronhand.X = 561351; elvarIronhand.Y = 510292; elvarIronhand.Z = 2400; elvarIronhand.Heading = 3982; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { elvarIronhand.SaveIntoDatabase(); } elvarIronhand.AddToWorld(); } else { elvarIronhand = npcs[0]; } // item db check wellPreservedBones = GameServer.Database.FindObjectByKey <ItemTemplate>("well_preserved_bone"); if (wellPreservedBones == null) { wellPreservedBones = new ItemTemplate(); wellPreservedBones.Name = "Well-Preserved Bone"; if (log.IsWarnEnabled) { log.Warn("Could not find " + wellPreservedBones.Name + ", creating it ..."); } wellPreservedBones.Level = 0; wellPreservedBones.Weight = 1; wellPreservedBones.Model = 497; wellPreservedBones.Object_Type = (int)eObjectType.GenericItem; wellPreservedBones.Id_nb = "well_preserved_bone"; wellPreservedBones.Price = 0; wellPreservedBones.IsPickable = false; wellPreservedBones.IsDropable = false; wellPreservedBones.Quality = 100; wellPreservedBones.Condition = 1000; wellPreservedBones.MaxCondition = 1000; wellPreservedBones.Durability = 1000; wellPreservedBones.MaxDurability = 1000; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(wellPreservedBones); } // item db check twoWellPreservedBones = GameServer.Database.FindObjectByKey <ItemTemplate>("two_well_preserved_bones"); if (twoWellPreservedBones == null) { twoWellPreservedBones = new ItemTemplate(); twoWellPreservedBones.Name = "Two Well-Preserved Bones"; if (log.IsWarnEnabled) { log.Warn("Could not find " + twoWellPreservedBones.Name + ", creating it ..."); } twoWellPreservedBones.Level = 0; twoWellPreservedBones.Weight = 1; twoWellPreservedBones.Model = 497; twoWellPreservedBones.Object_Type = (int)eObjectType.GenericItem; twoWellPreservedBones.Id_nb = "two_well_preserved_bones"; twoWellPreservedBones.Price = 0; twoWellPreservedBones.IsPickable = false; twoWellPreservedBones.IsDropable = false; twoWellPreservedBones.Quality = 100; twoWellPreservedBones.Condition = 1000; twoWellPreservedBones.MaxCondition = 1000; twoWellPreservedBones.Durability = 1000; twoWellPreservedBones.MaxDurability = 1000; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(twoWellPreservedBones); } /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(elvarIronhand, GameLivingEvent.Interact, new DOLEventHandler(TalkToElvarIronhand)); GameEventMgr.AddHandler(elvarIronhand, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToElvarIronhand)); /* Now we bring to Ydenia the possibility to give this quest to players */ elvarIronhand.AddQuestToGive(typeof(BuildingABetterBow)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Josson", eRealm.Hibernia); if (npcs.Length == 0) { Josson = new GameNPC(); Josson.Model = 382; Josson.Name = "Josson"; if (log.IsWarnEnabled) log.Warn("Could not find " + Josson.Name + ", creating him ..."); //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //Josson.GuildName = "Part of " + questTitle + " Quest"; Josson.Realm = eRealm.Hibernia; Josson.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 386); //Slot 22 template.AddNPCEquipment(eInventorySlot.HeadArmor, 835); //Slot 21 template.AddNPCEquipment(eInventorySlot.FeetArmor, 387); //Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 383); //Slot 25 template.AddNPCEquipment(eInventorySlot.LegsArmor, 384); //Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 385); //Slot 28 Josson.Inventory = template.CloseTemplate(); Josson.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Josson.Size = 48; Josson.Level = 50; Josson.X = 346627; Josson.Y = 491453; Josson.Z = 5247; Josson.Heading = 2946; if (SAVE_INTO_DATABASE) Josson.SaveIntoDatabase(); Josson.AddToWorld(); } else Josson = npcs[0]; #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Josson, GameLivingEvent.Interact, new DOLEventHandler(TalkToJosson)); GameEventMgr.AddHandler(Josson, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToJosson)); Josson.AddQuestToGive(typeof(MagicalBacklash)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the Albion realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region DefineNPCs dalikor = GetDalikor(); GameNPC[] npcs = WorldMgr.GetNPCsByName("Stor Gothi Annark", eRealm.Midgard); if (npcs.Length == 0) { if (log.IsWarnEnabled) { log.Warn("Could not find Stor Gothi Annark, creating ..."); } annark = new GameNPC(); annark.Model = 215; annark.Name = "Stor Gothi Annark"; annark.GuildName = "Part of " + questTitle + " Quest"; annark.Realm = eRealm.Midgard; annark.CurrentRegionID = 100; annark.Size = 51; annark.Level = 66; annark.X = 765357; annark.Y = 668790; annark.Z = 5759; annark.Heading = 7711; //annark.AddNPCEquipment((byte)eEquipmentItems.TORSO, 798, 0, 0, 0); //annark.AddNPCEquipment((byte)eEquipmentItems.RIGHT_HAND, 19, 0, 0, 0); annark.EquipmentTemplateID = "5100090"; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { annark.SaveIntoDatabase(); } annark.AddToWorld(); } else { annark = npcs[0]; } npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.NPCScryerIdora"), eRealm.Midgard); if (npcs.Length == 0) { if (log.IsWarnEnabled) { log.Warn("Could not find Scryer Idora, creating ..."); } idora = new GameNPC(); idora.Model = 227; idora.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.NPCScryerIdora"); idora.GuildName = "Part of " + questTitle + " Quest"; idora.Realm = eRealm.Midgard; idora.CurrentRegionID = 234; idora.Size = 52; idora.Level = 50; idora.X = 558081; idora.Y = 573988; idora.Z = 8640; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 81); template.AddNPCEquipment(eInventorySlot.LegsArmor, 82); template.AddNPCEquipment(eInventorySlot.FeetArmor, 84); template.AddNPCEquipment(eInventorySlot.Cloak, 91); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 3); idora.Inventory = template.CloseTemplate(); idora.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // idora.AddNPCEquipment(Slot.TORSO, 81, 0, 0, 0); // idora.AddNPCEquipment(Slot.LEGS, 82, 0, 0, 0); // idora.AddNPCEquipment(Slot.FEET, 84, 0, 0, 0); // idora.AddNPCEquipment(Slot.CLOAK, 91, 0, 0, 0); // idora.AddNPCEquipment(Slot.RIGHTHAND, 3, 0, 0, 0); idora.Heading = 1558; idora.MaxSpeedBase = 200; idora.EquipmentTemplateID = "200292"; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 500; idora.SetOwnBrain(brain); //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { idora.SaveIntoDatabase(); } idora.AddToWorld(); } else { idora = npcs[0]; } Point2D point = idora.GetPointFromHeading(idora.Heading, 30); locationIdora = new GameLocation(idora.CurrentZone.Description, idora.CurrentRegionID, point.X, point.Y, idora.Z); ticketToSvasudFaste = CreateTicketTo("Svasud Faste", "hs_mularn_svasudfaste"); ticketToMularn = CreateTicketTo("Mularn", "hs_svasudfaste_mularn"); npcs = (GameNPC[])WorldMgr.GetObjectsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.NPCGriffinHandlerNjiedi"), eRealm.Midgard, typeof(GameStableMaster)); if (npcs.Length == 0) { njiedi = new GameStableMaster(); njiedi.Model = 158; njiedi.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.NPCGriffinHandlerNjiedi"); if (log.IsWarnEnabled) { log.Warn("Could not find " + njiedi.Name + ", creating ..."); } njiedi.GuildName = "Stable Master"; njiedi.Realm = eRealm.Midgard; njiedi.CurrentRegionID = 100; njiedi.Size = 51; njiedi.Level = 50; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 81, 10); template.AddNPCEquipment(eInventorySlot.LegsArmor, 82, 10); template.AddNPCEquipment(eInventorySlot.FeetArmor, 84, 10); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 32); njiedi.Inventory = template.CloseTemplate(); // njiedi.AddNPCEquipment(Slot.TORSO, 81, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.LEGS, 82, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.FEET, 84, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.CLOAK, 57, 32, 0, 0); njiedi.X = GameLocation.ConvertLocalXToGlobalX(55561, 100); njiedi.Y = GameLocation.ConvertLocalYToGlobalY(58225, 100); njiedi.Z = 5005; njiedi.Heading = 126; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; njiedi.SetOwnBrain(brain); //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { njiedi.SaveIntoDatabase(); } njiedi.AddToWorld(); } else { njiedi = npcs[0] as GameStableMaster; } njiedi.TradeItems = new MerchantTradeItems(null); if (!njiedi.TradeItems.AddTradeItem(1, eMerchantWindowSlot.FirstEmptyInPage, ticketToSvasudFaste)) { if (log.IsWarnEnabled) { log.Warn("ticketToSvasudFaste not added"); } } foreach (GameNPC npc in njiedi.GetNPCsInRadius(400)) { if (npc.Name == LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.Frontiers.NPCGryphon")) { griffin = npc; break; } } if (griffin == null) { griffin = new GameNPC(); griffin.Model = 1236; // //819; griffin.Name = "tamed gryphon"; if (log.IsWarnEnabled) { log.Warn("Could not find " + griffin.Name + ", creating ..."); } griffin.GuildName = "Part of " + questTitle + " Quest"; griffin.Realm = eRealm.Midgard; griffin.CurrentRegionID = njiedi.CurrentRegionID; griffin.Size = 50; griffin.Level = 50; griffin.X = njiedi.X + 80; griffin.Y = njiedi.Y + 100; griffin.Z = njiedi.Z; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; griffin.SetOwnBrain(brain); griffin.Heading = 93; griffin.MaxSpeedBase = 400; //dragonfly.EquipmentTemplateID = 200276; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { griffin.SaveIntoDatabase(); } griffin.AddToWorld(); } npcs = (GameNPC[])WorldMgr.GetObjectsByName("Vorgar", eRealm.Midgard, typeof(GameStableMaster)); if (npcs.Length == 0) { vorgar = new GameStableMaster(); vorgar.Model = 52; vorgar.Name = "Vorgar"; if (log.IsWarnEnabled) { log.Warn("Could not find " + vorgar.Name + ", creating ..."); } vorgar.GuildName = "Stable Master"; vorgar.Realm = eRealm.Midgard; vorgar.CurrentRegionID = 100; vorgar.Size = 51; vorgar.Level = 50; vorgar.X = GameLocation.ConvertLocalXToGlobalX(10660, 100); vorgar.Y = GameLocation.ConvertLocalYToGlobalY(3437, 100); vorgar.Z = 5717; vorgar.Heading = 327; vorgar.MaxSpeedBase = 200; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; vorgar.SetOwnBrain(brain); //ulliam.EquipmentTemplateID = 200276; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { vorgar.SaveIntoDatabase(); } vorgar.AddToWorld(); } else { vorgar = npcs[0] as GameStableMaster; } Point2D vorgarloc = vorgar.GetPointFromHeading(vorgar.Heading, 30); locationVorgar = new GameLocation(vorgar.CurrentZone.Description, vorgar.CurrentRegionID, vorgarloc.X, vorgarloc.Y, vorgar.Z); #endregion #region DefineItems // item db check noteForNjiedi = GameServer.Database.FindObjectByKey <ItemTemplate>("njiedi_note"); if (noteForNjiedi == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Njiedi's Note, creating it ..."); } noteForNjiedi = new ItemTemplate(); noteForNjiedi.Name = "Njiedi's Note"; noteForNjiedi.Weight = 3; noteForNjiedi.Model = 498; noteForNjiedi.Object_Type = (int)eObjectType.GenericItem; noteForNjiedi.Id_nb = "njiedi_note"; noteForNjiedi.IsPickable = true; noteForNjiedi.IsDropable = false; GameServer.Database.AddObject(noteForNjiedi); } // item db check askefruerPlans = GameServer.Database.FindObjectByKey <ItemTemplate>("askefruer_plans"); if (askefruerPlans == null) { askefruerPlans = new ItemTemplate(); askefruerPlans.Name = "Askefruer Plans"; if (log.IsWarnEnabled) { log.Warn("Could not find " + askefruerPlans.Name + ", creating it ..."); } askefruerPlans.Weight = 3; askefruerPlans.Model = 498; askefruerPlans.Object_Type = (int)eObjectType.GenericItem; askefruerPlans.Id_nb = "askefruer_plans"; askefruerPlans.IsPickable = true; askefruerPlans.IsDropable = false; GameServer.Database.AddObject(askefruerPlans); } translatedPlans = GameServer.Database.FindObjectByKey <ItemTemplate>("translated_askefruer_plans"); if (translatedPlans == null) { translatedPlans = new ItemTemplate(); translatedPlans.Name = "Translated Askefruer Plans"; if (log.IsWarnEnabled) { log.Warn("Could not find " + translatedPlans.Name + ", creating it ..."); } translatedPlans.Weight = 3; translatedPlans.Model = 498; translatedPlans.Object_Type = (int)eObjectType.GenericItem; translatedPlans.Id_nb = "translated_askefruer_plans"; translatedPlans.IsPickable = true; translatedPlans.IsDropable = false; GameServer.Database.AddObject(translatedPlans); } // item db check recruitsLegs = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_studded_legs_mid"); if (recruitsLegs == null) { recruitsLegs = new ItemTemplate(); recruitsLegs.Name = "Recruit's Studded Legs (Mid)"; if (log.IsWarnEnabled) { log.Warn("Could not find " + recruitsLegs.Name + ", creating it ..."); } recruitsLegs.Level = 7; recruitsLegs.Weight = 42; recruitsLegs.Model = 82; // Studded Legs recruitsLegs.DPS_AF = 10; // Armour recruitsLegs.SPD_ABS = 19; // Absorption recruitsLegs.Object_Type = (int)eObjectType.Studded; recruitsLegs.Item_Type = (int)eEquipmentItems.LEGS; recruitsLegs.Id_nb = "recruits_studded_legs_mid"; recruitsLegs.Price = Money.GetMoney(0, 0, 0, 10, 0); recruitsLegs.IsPickable = true; recruitsLegs.IsDropable = true; recruitsLegs.Color = 14; // blue leather recruitsLegs.Bonus = 5; // default bonus recruitsLegs.Bonus1 = 12; recruitsLegs.Bonus1Type = (int)eProperty.MaxHealth; // hit recruitsLegs.Bonus2 = 2; recruitsLegs.Bonus2Type = (int)eResist.Slash; recruitsLegs.Bonus3 = 1; recruitsLegs.Bonus3Type = (int)eResist.Cold; recruitsLegs.Quality = 100; recruitsLegs.Condition = 1000; recruitsLegs.MaxCondition = 1000; recruitsLegs.Durability = 1000; recruitsLegs.MaxDurability = 1000; GameServer.Database.AddObject(recruitsLegs); } // item db check recruitsPants = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_quilted_pants"); if (recruitsPants == null) { recruitsPants = new ItemTemplate(); recruitsPants.Name = "Recruit's Quilted Pants"; if (log.IsWarnEnabled) { log.Warn("Could not find " + recruitsPants.Name + ", creating it ..."); } recruitsPants.Level = 7; recruitsPants.Weight = 14; recruitsPants.Model = 152; // cloth Legs recruitsPants.DPS_AF = 5; // Armour recruitsPants.SPD_ABS = 0; // Absorption recruitsPants.Object_Type = (int)eObjectType.Cloth; recruitsPants.Item_Type = (int)eEquipmentItems.LEGS; recruitsPants.Id_nb = "recruits_quilted_pants"; recruitsPants.Price = Money.GetMoney(0, 0, 0, 10, 0); recruitsPants.IsPickable = true; recruitsPants.IsDropable = true; recruitsPants.Color = 36; recruitsPants.Bonus = 5; // default bonus recruitsPants.Bonus1 = 12; recruitsPants.Bonus1Type = (int)eProperty.MaxHealth; // hit recruitsPants.Bonus2 = 2; recruitsPants.Bonus2Type = (int)eResist.Slash; recruitsPants.Bonus3 = 1; recruitsPants.Bonus3Type = (int)eResist.Cold; recruitsPants.Quality = 100; recruitsPants.Condition = 1000; recruitsPants.MaxCondition = 1000; recruitsPants.Durability = 1000; recruitsPants.MaxDurability = 1000; GameServer.Database.AddObject(recruitsPants); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ //We want to be notified whenever a player enters the world GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld)); GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor)); GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor)); GameEventMgr.AddHandler(annark, GameObjectEvent.Interact, new DOLEventHandler(TalkToAnnark)); GameEventMgr.AddHandler(njiedi, GameObjectEvent.Interact, new DOLEventHandler(TalkToNjiedi)); GameEventMgr.AddHandler(idora, GameObjectEvent.Interact, new DOLEventHandler(TalkToIdora)); GameEventMgr.AddHandler(idora, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToIdora)); GameEventMgr.AddHandler(vorgar, GameObjectEvent.Interact, new DOLEventHandler(TalkToVorgar)); GameEventMgr.AddHandler(vorgar, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToVorgar)); /* Now we bring to dalikor the possibility to give this quest to players */ dalikor.AddQuestToGive(typeof(Frontiers)); if (log.IsInfoEnabled) { if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Andrew Wyatt", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { andrewWyatt = new GameNPC(); andrewWyatt.Model = 80; andrewWyatt.Name = "Andrew Wyatt"; if (log.IsWarnEnabled) log.Warn("Could not find " + andrewWyatt.Name + ", creating him ..."); andrewWyatt.GuildName = "Part of " + questTitle + " Quest"; andrewWyatt.Realm = eRealm.Albion; andrewWyatt.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 80); template.AddNPCEquipment(eInventorySlot.FeetArmor, 54); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 51); template.AddNPCEquipment(eInventorySlot.LegsArmor, 52); andrewWyatt.Inventory = template.CloseTemplate(); andrewWyatt.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); andrewWyatt.Size = 48; andrewWyatt.Level = 30; andrewWyatt.X = 559590; andrewWyatt.Y = 511039; andrewWyatt.Z = 2488; andrewWyatt.Heading = 1524; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) andrewWyatt.SaveIntoDatabase(); andrewWyatt.AddToWorld(); } else andrewWyatt = npcs[0]; npcs = WorldMgr.GetNPCsByName("Geor Nadren", eRealm.Albion); if (npcs.Length == 0) { if (log.IsWarnEnabled) log.Warn("Could not find Geor Nadren, creating him ..."); georNadren = new GameNPC(); georNadren.Model = 9; georNadren.Name = "Geor Nadren"; georNadren.GuildName = "Part of " + questTitle + " Quest"; georNadren.Realm = eRealm.Albion; georNadren.CurrentRegionID = 10; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); georNadren.Inventory = template.CloseTemplate(); georNadren.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); georNadren.Size = 51; georNadren.Level = 8; georNadren.X = 37355; georNadren.Y = 30943; georNadren.Z = 8002; georNadren.Heading = 3231; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) georNadren.SaveIntoDatabase(); georNadren.AddToWorld(); } else georNadren = npcs[0]; npcs = WorldMgr.GetNPCsByName("Ver Nuren", eRealm.Albion); if (npcs.Length == 0) { if (log.IsWarnEnabled) log.Warn("Could not find Ver Nuren, creating him ..."); verNuren = new GameNPC(); verNuren.Model = 9; verNuren.Name = "Ver Nuren"; verNuren.GuildName = "Part of " + questTitle + " Quest"; verNuren.Realm = eRealm.Albion; verNuren.CurrentRegionID = 10; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.LeftHandWeapon, 61); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); verNuren.Inventory = template.CloseTemplate(); verNuren.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); verNuren.Size = 51; verNuren.Level = 8; verNuren.X = 36799; verNuren.Y = 30786; verNuren.Z = 8010; verNuren.Heading = 625; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) verNuren.SaveIntoDatabase(); verNuren.AddToWorld(); } else verNuren = npcs[0]; #endregion #region defineItems // item db check bundleOfBearSkins = GameServer.Database.FindObjectByKey<ItemTemplate>("bundle_of_bear_skins"); if (bundleOfBearSkins == null) { bundleOfBearSkins = new ItemTemplate(); bundleOfBearSkins.Name = "Bundle of Bear Skins"; if (log.IsWarnEnabled) log.Warn("Could not find "+bundleOfBearSkins.Name+", creating it ..."); bundleOfBearSkins.Level = 0; bundleOfBearSkins.Weight = 0; bundleOfBearSkins.Model = 100; bundleOfBearSkins.Object_Type = (int) eObjectType.GenericItem; bundleOfBearSkins.Id_nb = "bundle_of_bear_skins"; bundleOfBearSkins.Price = 0; bundleOfBearSkins.IsPickable = false; bundleOfBearSkins.IsDropable = false; bundleOfBearSkins.Quality = 100; bundleOfBearSkins.Condition = 1000; bundleOfBearSkins.MaxCondition = 1000; bundleOfBearSkins.Durability = 1000; bundleOfBearSkins.MaxDurability = 1000; GameServer.Database.AddObject(bundleOfBearSkins); } // item db check spoolOfLeatherworkingThread = GameServer.Database.FindObjectByKey<ItemTemplate>("spool_of_leatherworking_thread"); if (spoolOfLeatherworkingThread == null) { spoolOfLeatherworkingThread = new ItemTemplate(); spoolOfLeatherworkingThread.Name = "Spool of Leatherworking Thread"; if (log.IsWarnEnabled) log.Warn("Could not find "+spoolOfLeatherworkingThread.Name+", creating it ..."); spoolOfLeatherworkingThread.Level = 0; spoolOfLeatherworkingThread.Weight = 0; spoolOfLeatherworkingThread.Model = 537; spoolOfLeatherworkingThread.Object_Type = (int) eObjectType.GenericItem; spoolOfLeatherworkingThread.Id_nb = "spool_of_leatherworking_thread"; spoolOfLeatherworkingThread.Price = 0; spoolOfLeatherworkingThread.IsPickable = false; spoolOfLeatherworkingThread.IsDropable = false; spoolOfLeatherworkingThread.Quality = 100; spoolOfLeatherworkingThread.Condition = 1000; spoolOfLeatherworkingThread.MaxCondition = 1000; spoolOfLeatherworkingThread.Durability = 1000; spoolOfLeatherworkingThread.MaxDurability = 1000; GameServer.Database.AddObject(spoolOfLeatherworkingThread); } // item db check chokerOfTheBear = GameServer.Database.FindObjectByKey<ItemTemplate>("choker_of_the_bear"); if (chokerOfTheBear == null) { chokerOfTheBear = new ItemTemplate(); chokerOfTheBear.Name = "Choker of the Bear"; if (log.IsWarnEnabled) log.Warn("Could not find "+chokerOfTheBear.Name+", creating it ..."); chokerOfTheBear.Level = 5; chokerOfTheBear.Weight = 6; chokerOfTheBear.Model = 101; chokerOfTheBear.Object_Type = (int) eObjectType.Magical; chokerOfTheBear.Item_Type = (int) eEquipmentItems.NECK; chokerOfTheBear.Id_nb = "choker_of_the_bear"; chokerOfTheBear.Price = Money.GetMoney(0,0,0,0,30); chokerOfTheBear.IsPickable = true; chokerOfTheBear.IsDropable = true; chokerOfTheBear.Bonus = 1; chokerOfTheBear.Bonus1Type = (int)eProperty.Strength; chokerOfTheBear.Bonus1 = 4; chokerOfTheBear.Bonus2Type = (int)eProperty.Resist_Thrust; chokerOfTheBear.Bonus2 = 1; chokerOfTheBear.Quality = 100; chokerOfTheBear.Condition = 1000; chokerOfTheBear.MaxCondition = 1000; chokerOfTheBear.Durability = 1000; chokerOfTheBear.MaxDurability = 1000; GameServer.Database.AddObject(chokerOfTheBear); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(andrewWyatt, GameLivingEvent.Interact, new DOLEventHandler(TalkToAndrewWyatt)); GameEventMgr.AddHandler(andrewWyatt, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToAndrewWyatt)); GameEventMgr.AddHandler(georNadren, GameObjectEvent.Interact, new DOLEventHandler(TalkToGeorNadren)); GameEventMgr.AddHandler(georNadren, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToGeorNadren)); GameEventMgr.AddHandler(verNuren, GameObjectEvent.Interact, new DOLEventHandler(TalkToVerNuren)); GameEventMgr.AddHandler(verNuren, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToVerNuren)); /* Now we bring to Ydenia the possibility to give this quest to players */ andrewWyatt.AddQuestToGive(typeof (AndrewsSkins)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>("Richael", eRealm.Hibernia); if (npcs.Length == 0) { Richael = new GameNPC(); Richael.Model = 377; Richael.Name = "Richael"; if (log.IsWarnEnabled) { log.Warn("Could not find " + Richael.Name + ", creating her ..."); } // k109: My preference, no guildname for quest NPCs. Uncomment if you like that... // Richael.GuildName = "Part of " + questTitle + " Quest"; Richael.Realm = eRealm.Hibernia; Richael.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 416, 37); // Slot 22 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 413, 37); // Slot 25 template.AddNPCEquipment(eInventorySlot.FeetArmor, 417, 37); // Slot 23 template.AddNPCEquipment(eInventorySlot.LegsArmor, 414, 35); // Slot 27 template.AddNPCEquipment(eInventorySlot.Cloak, 57, 35); // Slot 26 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 415, 37); // Slot 28 Richael.Inventory = template.CloseTemplate(); Richael.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Richael.Size = 48; Richael.Level = 38; Richael.X = 347089; Richael.Y = 491290; Richael.Z = 5247; Richael.Heading = 978; if (SAVE_INTO_DATABASE) { Richael.SaveIntoDatabase(); } Richael.AddToWorld(); } else { Richael = npcs[0]; } Demons_Breach_Area = WorldMgr.GetRegion(Demons_Breach.RegionID).AddArea(new Area.Circle(string.Empty, Demons_Breach.X, Demons_Breach.Y, Demons_Breach.Z, 200)); Demons_Breach_Area.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterDemonBreachArea)); GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Richael, GameLivingEvent.Interact, new DOLEventHandler(TalkToRichael)); GameEventMgr.AddHandler(Richael, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToRichael)); Richael.AddQuestToGive(typeof(ToReachTheBreach)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Cemmeth Budgwold", eRealm.Albion); if (npcs.Length == 0) { CemmethBudgwold = new GameNPC(); CemmethBudgwold.Model = 28; CemmethBudgwold.Name = "Cemmeth Budgwold"; if (log.IsWarnEnabled) log.Warn("Could not find " + CemmethBudgwold.Name + ", creating him ..."); //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //Cemmeth.GuildName = "Part of " + questTitle + " Quest"; CemmethBudgwold.Realm = eRealm.Albion; CemmethBudgwold.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); //Slot 22 template.AddNPCEquipment(eInventorySlot.HeadArmor, 93); //Slot 21 template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); //Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46); //Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 91); //Slot 26 template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); //Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48); //Slot 28 template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 68); //Slot 12 CemmethBudgwold.Inventory = template.CloseTemplate(); CemmethBudgwold.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); CemmethBudgwold.Size = 50; CemmethBudgwold.Level = 38; CemmethBudgwold.X = 560528; CemmethBudgwold.Y = 513140; CemmethBudgwold.Z = 2394; CemmethBudgwold.Heading = 2275; if (SAVE_INTO_DATABASE) CemmethBudgwold.SaveIntoDatabase(); CemmethBudgwold.AddToWorld(); } else CemmethBudgwold = npcs[0]; #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(CemmethBudgwold, GameLivingEvent.Interact, new DOLEventHandler(TalkToCemmethBudgwold)); GameEventMgr.AddHandler(CemmethBudgwold, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToCemmethBudgwold)); CemmethBudgwold.AddQuestToGive(typeof(CemmethsOrders)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
/// <summary> /// Clones a player's appearance and melee abilities to a GameNPC /// </summary> /// <param name="player">The player to clone</param> /// <param name="clone">The target GameNPC to clone the player to</param> /// <param name="loadStyles">True to load styles</param> // Players cloned by name, from the database, tend to be a bit tougher than players cloned from a GamePlayer public static void ClonePlayer(GamePlayer player, GameNPC clone, bool loadStyles) { if (player == null || clone == null) { return; } //clone.Model = GetPlayerModel( (eRace)player.Race, player.PlayerCharacter.Gender ); SetNPCModel(clone, player.Model); clone.Level = player.Level; clone.Name = player.Name + (player.LastName.Length > 0 ? " " + player.LastName : ""); clone.TempProperties.setProperty(CLONE_CLASS_NAME, player.CharacterClass.Name); clone.GuildName = player.GuildName; clone.IsCloakHoodUp = player.IsCloakHoodUp; clone.IsCloakInvisible = player.IsCloakInvisible; clone.IsHelmInvisible = player.IsHelmInvisible; clone.Strength = (short)player.GetModified(eProperty.Strength); clone.Constitution = (short)player.GetModified(eProperty.Constitution); clone.Dexterity = (short)player.GetModified(eProperty.Dexterity); // stats work differently for mobs, and qui goes crazy above about 150 clone.Quickness = (short)(100 + player.Level); clone.MeleeDamageType = player.AttackWeapon == null ? eDamageType.Slash : (eDamageType)player.AttackWeapon.Type_Damage; clone.MaxSpeedBase = player.MaxSpeedBase; #region Inventory GameNpcInventoryTemplate npcInventory = new GameNpcInventoryTemplate(); InventoryItem item; foreach (eInventorySlot slot in itemsToCopy) { item = player.Inventory.GetItem(slot); if (item != null) { int itemModel = item.Model; // keep clothing manager uses model IDs of 3800-3802 for guild cloaks... doesn't seem to work here :( //if ( item.SlotPosition == (int)eInventorySlot.Cloak && item.Emblem > 0 ) // itemModel = 3799 + (int)player.Realm; npcInventory.AddNPCEquipment(slot, item.Model, item.Color, item.Effect, item.Extension); } } npcInventory.CloseTemplate(); clone.Inventory = npcInventory; clone.UpdateNPCEquipmentAppearance(); #endregion Inventory #region Behavior if (player.AttackWeapon != null) { if (player.AttackWeapon.Hand == 2) { clone.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); } else { clone.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); } } if (player.CanUseLefthandedWeapon && player.Inventory.GetItem(eInventorySlot.LeftHandWeapon) != null && player.Inventory.GetItem(eInventorySlot.LeftHandWeapon).Object_Type != (int)eObjectType.Shield) { clone.LeftHandSwingChance = LEFTSWINGCHANCE; } // if a shield is equipped, copy the character's block chance // GamePlayer.GetBlockChance() returns a percentage from 1-99 // GameNPC.BlockChance represents block chance percentage in the range 1-99 if (player.Inventory.GetItem(eInventorySlot.LeftHandWeapon) != null && player.Inventory.GetItem(eInventorySlot.LeftHandWeapon).Object_Type == (int)eObjectType.Shield) { clone.BlockChance = (byte)player.GetBlockChance(); } // GamePlayer.GetParryChance() returns a percentage from 1-99 // GameNPC.ParryChance represents parry chance percentage in the range 1-99 clone.ParryChance = (byte)player.GetParryChance(); // GamePlayer.GetEvadeChance() returns a percentage from 1-99 // GameNPC.EvadeChance represents evade chance percentage in the range 1-99 clone.EvadeChance = (byte)player.GetEvadeChance(); if (loadStyles) { clone.Styles = GetCharacterStyles(player.DBCharacter); } clone.SetOwnBrain(new MeleeStyler()); #endregion Behavior //josh }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the Albion realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCs dalikor = GetDalikor(); GameNPC[] npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCVikingHyndla"), eRealm.Midgard); if (npcs.Length == 0) { hyndla = new GameNPC(); hyndla.Model = 9; hyndla.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCVikingHyndla"); if (log.IsWarnEnabled) log.Warn("Could not find " + hyndla.Name + ", creating ..."); hyndla.GuildName = "Part of " + questTitle + " Quest"; hyndla.Realm = eRealm.Midgard; hyndla.CurrentRegionID = 100; hyndla.Size = 50; hyndla.Level = 40; hyndla.X = GameLocation.ConvertLocalXToGlobalX(53049, 100); hyndla.Y = GameLocation.ConvertLocalYToGlobalY(58068, 100); hyndla.Z = 4985; hyndla.Heading = 150; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) hyndla.SaveIntoDatabase(); hyndla.AddToWorld(); } else hyndla = npcs[0]; npcs = (GameNPC[])WorldMgr.GetObjectsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCGriffinHandlerNjiedi"), eRealm.Midgard, typeof(GameStableMaster)); if (npcs.Length == 0) { njiedi = new GameStableMaster(); njiedi.Model = 158; njiedi.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCGriffinHandlerNjiedi"); if (log.IsWarnEnabled) log.Warn("Could not find " + njiedi.Name + ", creating ..."); njiedi.GuildName = "Stable Master"; njiedi.Realm = eRealm.Midgard; njiedi.CurrentRegionID = 100; njiedi.Size = 51; njiedi.Level = 50; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 81, 10); template.AddNPCEquipment(eInventorySlot.LegsArmor, 82, 10); template.AddNPCEquipment(eInventorySlot.FeetArmor, 84); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 32); njiedi.Inventory = template.CloseTemplate(); // njiedi.AddNPCEquipment(Slot.TORSO, 81, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.LEGS, 82, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.FEET, 84, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.CLOAK, 57, 32, 0, 0); njiedi.X = GameLocation.ConvertLocalXToGlobalX(55561, 100); njiedi.Y = GameLocation.ConvertLocalYToGlobalY(58225, 100); njiedi.Z = 5005; njiedi.Heading = 126; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; njiedi.SetOwnBrain(brain); //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) njiedi.SaveIntoDatabase(); njiedi.AddToWorld(); } else { njiedi = npcs[0] as GameStableMaster; } // npcs = WorldMgr.GetNPCsByName("Askefruer Trainer", eRealm.None); npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCAskefruerTrainer"), eRealm.None); if (npcs.Length == 0) { askefruerTrainer = new GameNPC(); askefruerTrainer.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCAskefruerTrainer"); askefruerTrainer.X = GameLocation.ConvertLocalXToGlobalX(54739, 100); askefruerTrainer.Y = GameLocation.ConvertLocalYToGlobalY(18264, 100); askefruerTrainer.Z = 5195; askefruerTrainer.Heading = 79; askefruerTrainer.Model = 678; //askefruerTrainer.GuildName = "Part of " + questTitle + " Quest"; askefruerTrainer.Realm = eRealm.None; askefruerTrainer.CurrentRegionID = 100; askefruerTrainer.Size = 49; askefruerTrainer.Level = 3; // Leave at default values to be one the save side ... //fairyDragonflyHandler.AggroLevel = 80; //fairyDragonflyHandler.AggroRange = 1000; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) askefruerTrainer.SaveIntoDatabase(); askefruerTrainer.AddToWorld(); } else askefruerTrainer = npcs[0]; #endregion defineNPCs #region defineItems trainerWhip = GameServer.Database.FindObjectByKey<ItemTemplate>("askefruer_whip"); if (trainerWhip == null) { trainerWhip = new ItemTemplate(); trainerWhip.Name = "Askefruer Trainer's Whip"; if (log.IsWarnEnabled) log.Warn("Could not find " + trainerWhip.Name + " , creating it ..."); trainerWhip.Weight = 15; trainerWhip.Model = 859; trainerWhip.Object_Type = (int)eObjectType.GenericItem; trainerWhip.Id_nb = "askefruer_whip"; trainerWhip.IsPickable = true; trainerWhip.IsDropable = false; GameServer.Database.AddObject(trainerWhip); } // item db check recruitsVest = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_studded_vest_mid"); if (recruitsVest == null) { recruitsVest = new ItemTemplate(); recruitsVest.Name = "Recruit's Studded Vest (Mid)"; if (log.IsWarnEnabled) log.Warn("Could not find " + recruitsVest.Name + ", creating it ..."); recruitsVest.Level = 8; recruitsVest.Weight = 60; recruitsVest.Model = 81; // studded vest recruitsVest.DPS_AF = 12; // Armour recruitsVest.SPD_ABS = 19; // Absorption recruitsVest.Object_Type = (int)eObjectType.Studded; recruitsVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsVest.Id_nb = "recruits_studded_vest_mid"; recruitsVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsVest.IsPickable = true; recruitsVest.IsDropable = true; recruitsVest.CanDropAsLoot = false; recruitsVest.Color = 14; // blue leather recruitsVest.Bonus = 5; // default bonus recruitsVest.Bonus1 = 3; recruitsVest.Bonus1Type = (int)eStat.STR; recruitsVest.Bonus2 = 4; recruitsVest.Bonus2Type = (int)eStat.CON; recruitsVest.Bonus3 = 1; recruitsVest.Bonus3Type = (int)eResist.Body; recruitsVest.Quality = 100; recruitsVest.Condition = 1000; recruitsVest.MaxCondition = 1000; recruitsVest.Durability = 1000; recruitsVest.MaxDurability = 1000; GameServer.Database.AddObject(recruitsVest); } // item db check recruitsQuiltedVest = GameServer.Database.FindObjectByKey<ItemTemplate>("recruits_quilted_vest"); if (recruitsQuiltedVest == null) { recruitsQuiltedVest = new ItemTemplate(); recruitsQuiltedVest.Name = "Recruit's Quilted Vest"; if (log.IsWarnEnabled) log.Warn("Could not find " + recruitsQuiltedVest.Name + ", creating it ..."); recruitsQuiltedVest.Level = 8; recruitsQuiltedVest.Weight = 20; recruitsQuiltedVest.Model = 151; // studded vest recruitsQuiltedVest.DPS_AF = 6; // Armour recruitsQuiltedVest.SPD_ABS = 0; // Absorption recruitsQuiltedVest.Object_Type = (int)eObjectType.Cloth; recruitsQuiltedVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsQuiltedVest.Id_nb = "recruits_quilted_vest"; recruitsQuiltedVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsQuiltedVest.IsPickable = true; recruitsQuiltedVest.IsDropable = true; recruitsQuiltedVest.Color = 36; recruitsQuiltedVest.Bonus = 5; // default bonus recruitsQuiltedVest.Bonus1 = 4; recruitsQuiltedVest.Bonus1Type = (int)eStat.INT; recruitsQuiltedVest.Bonus2 = 3; recruitsQuiltedVest.Bonus2Type = (int)eStat.DEX; recruitsQuiltedVest.Quality = 100; recruitsQuiltedVest.Condition = 1000; recruitsQuiltedVest.MaxCondition = 1000; recruitsQuiltedVest.Durability = 1000; recruitsQuiltedVest.MaxDurability = 1000; GameServer.Database.AddObject(recruitsQuiltedVest); } #endregion defineItems /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ //We want to be notified whenever a player enters the world GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld)); GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor)); GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor)); GameEventMgr.AddHandler(njiedi, GameLivingEvent.Interact, new DOLEventHandler(TalkToNjiedi)); GameEventMgr.AddHandler(njiedi, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToNjiedi)); GameEventMgr.AddHandler(hyndla, GameLivingEvent.Interact, new DOLEventHandler(TalkToHyndla)); GameEventMgr.AddHandler(hyndla, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHyndla)); GameEventMgr.AddHandler(askefruerTrainer, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearAskefruerTrainer)); /* Now we bring to dalikor the possibility to give this quest to players */ dalikor.AddQuestToGive(typeof(StolenEggs)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
/// <summary> /// Clones a player's appearance and melee abilities to a GameNPC /// </summary> /// <param name="playerName">Name of the character - case-sensitive</param> /// <param name="clone">The target GameNPC to clone the player to</param> /// <param name="loadStyles">True to load styles</param> /// <param name="cloneLevel">Level to set the clone to (affects stat bonuses); 0 to copy player's level</param> /// <returns>True if the player was found and cloned, false if not clone supplied or character not found</returns> // Players cloned by name, from the database, tend to be a bit tougher than players cloned from a GamePlayer public static bool ClonePlayer(string playerName, GameNPC clone, bool loadStyles, byte cloneLevel) { if (clone == null) { return(false); } DOLCharacters dbchar = GameServer.Database.SelectObject <DOLCharacters>("Name = '" + GameServer.Database.Escape(playerName) + "'"); if (dbchar == null) { return(false); } //clone.Model = GetPlayerModel( (eRace)dbchar.Race, dbchar.Gender ); SetNPCModel(clone, (ushort)dbchar.CurrentModel); clone.Level = cloneLevel > 0 ? cloneLevel : (byte)dbchar.Level; clone.Name = dbchar.Name + (dbchar.LastName.Length > 0 ? " " + dbchar.LastName : ""); clone.TempProperties.setProperty(CLONE_CLASS_NAME, ((eCharacterClass)dbchar.Class).ToString()); if (dbchar.GuildID.Length > 0) { Guild playerGuild = GuildMgr.GetGuildByGuildID(dbchar.GuildID); //DBGuild guild = GameServer.Database.SelectObject( typeof( DBGuild ), "GuildID = '" + dbchar.GuildID + "'" ) as DBGuild; if (playerGuild != null) { clone.GuildName = playerGuild.Name; //clone.GuildName = guild.GuildName; } } clone.IsCloakHoodUp = dbchar.IsCloakHoodUp; clone.IsCloakInvisible = dbchar.IsCloakInvisible; clone.IsHelmInvisible = dbchar.IsHelmInvisible; short baseBuffs = (short)(clone.Level * 1.25); short specBuffs = (short)(clone.Level * 1.25 * 1.5); short itemBonus = (short)((clone.Level * 1.5) + (clone.Level / 2.0 + 1.0)); clone.Strength = (short)(dbchar.Strength + baseBuffs + specBuffs + itemBonus); clone.Constitution = (short)(dbchar.Constitution + baseBuffs + specBuffs + itemBonus); clone.Dexterity = (short)(dbchar.Dexterity + baseBuffs + specBuffs + itemBonus); // QUI affects mobs differently than players and goes nuts around 200+ clone.Quickness = (short)(165); clone.MeleeDamageType = eDamageType.Slash; clone.MaxSpeedBase = ((short)dbchar.MaxSpeed); // parryLevel is capped at 51 and at 51 accounts for 77% of parry chance (remaining 23% is from MoParry) byte parryLevel = GetCharacterSpecLevel(dbchar, Specs.Parry); // any parry beyond 51 is applied to parryBonus; at 23 parryBonus gives a 5% bonus to ParryChance byte parryBonus = 0; // same as for parry byte shieldLevel = GetCharacterSpecLevel(dbchar, Specs.Shields); byte shieldBonus = 0; byte evadeLevel = GetCharacterAbilityLevel(dbchar, Abilities.Evade); byte moparryLevel = GetCharacterAbilityLevel(dbchar, "Mastery of Parrying"); byte moblockLevel = GetCharacterAbilityLevel(dbchar, "Mastery of Blocking"); byte mopainLevel = GetCharacterAbilityLevel(dbchar, "Mastery of Pain"); byte augStrLevel = GetCharacterAbilityLevel(dbchar, "Augmented Strength"); byte augConLevel = GetCharacterAbilityLevel(dbchar, "Augmented Constitution"); byte augDexLevel = GetCharacterAbilityLevel(dbchar, "Augmented Dexterity"); byte toughnessLevel = GetCharacterAbilityLevel(dbchar, "Toughness"); byte pDefenseLevel = GetCharacterAbilityLevel(dbchar, "Physical Defense"); if (parryLevel > 0) { // if we have artificially increased the clone's level, apply the same increase to the parry spec level if (clone.Level > dbchar.Level) { parryLevel = (byte)(parryLevel * ((double)cloneLevel / (double)dbchar.Level)); } // item bonus parryLevel += (byte)(clone.Level / 5); // RR bonus parryLevel += (byte)((dbchar.RealmLevel + 10) / 10); } if (parryLevel > (clone.Level + 1)) { parryBonus = (byte)(parryLevel - clone.Level - 1); parryLevel = (byte)(clone.Level + 1); } // now we normalize parry as if the character is level 50 and has a corresponding increase in spec level // hmmmm... only makes sense if the clone is lvl 50, yes? //parryLevel = (byte)( parryLevel * ( 51.0 / ( dbchar.Level + 1 ) ) ); if (shieldLevel > 0) { // if we have artificially increased the clone's level, apply the same increase to the parry spec level if (clone.Level > dbchar.Level) { shieldLevel = (byte)(shieldLevel * ((double)cloneLevel / (double)dbchar.Level)); } // item bonus shieldLevel += (byte)(dbchar.Level / 5); // RR bonus shieldLevel += (byte)((dbchar.RealmLevel + 10) / 10); } if (shieldLevel > (dbchar.Level + 1)) { shieldBonus = (byte)(shieldLevel - dbchar.Level - 1); shieldLevel = (byte)(dbchar.Level + 1); } // now we normalize shield as if the character is level 50 and has a corresponding increase in spec level //shieldLevel = (byte)( shieldLevel * ( 51.0 / ( dbchar.Level + 1 ) ) ); clone.ParryChance = (byte)(MAX_PARRYCHANCE * ((parryLevel * 0.0151) + (m_masteryDefenseBonus[moparryLevel] * 0.01))); if (parryBonus > 0) { clone.ParryChance += (byte)(clone.ParryChance * (parryBonus / 23.0) * 0.05); } clone.BlockChance = (byte)(MAX_BLOCKCHANCE * ((shieldLevel * 0.0151) + (m_masteryDefenseBonus[moblockLevel] * 0.01))); if (shieldBonus > 0) { clone.BlockChance += (byte)(clone.BlockChance * (shieldBonus / 23.0) * 0.05); } clone.EvadeChance = (byte)(MAX_EVADECHANCE * evadeLevel / 7.0); clone.Strength += (short)(m_augStatBonus[augStrLevel]); clone.Strength += (short)(mopainLevel * 10.0); clone.Strength += (short)((int)(dbchar.RealmLevel / 10.0) * 20.0); clone.Constitution += (short)(m_augStatBonus[augConLevel]); clone.Constitution += (short)(toughnessLevel * 4); clone.Constitution += (short)(pDefenseLevel * 5); clone.Constitution += (short)(dbchar.ChampionLevel * 5); clone.Dexterity += (short)(m_augStatBonus[augDexLevel]); #region Inventory GameNpcInventoryTemplate npcInventory = new GameNpcInventoryTemplate(); IList <InventoryItem> charItems = GameServer.Database.SelectObjects <InventoryItem>("OwnerID = '" + dbchar.ObjectId + "'"); foreach (InventoryItem item in charItems) { if (itemsToCopy.Contains((eInventorySlot)item.SlotPosition)) { if ((item.SlotPosition == (int)eInventorySlot.RightHandWeapon && dbchar.ActiveWeaponSlot == 0) || (item.SlotPosition == (int)eInventorySlot.TwoHandWeapon && dbchar.ActiveWeaponSlot == 1)) { clone.MeleeDamageType = (eDamageType)item.Type_Damage; } else if (item.SlotPosition == (int)eInventorySlot.LeftHandWeapon) { if (item.Object_Type != (int)eObjectType.Shield) { clone.LeftHandSwingChance = LEFTSWINGCHANCE; } } int itemModel = item.Model; // keep clothing manager uses model IDs of 3800-3802 for guild cloaks... doesn't seem to work here :( //if ( item.SlotPosition == (int)eInventorySlot.Cloak && item.Emblem > 0 ) // itemModel = 3799 + dbchar.Realm; npcInventory.AddNPCEquipment((eInventorySlot)item.SlotPosition, item.Model, item.Color, item.Effect, item.Extension); } } npcInventory.CloseTemplate(); clone.Inventory = npcInventory; switch (dbchar.ActiveWeaponSlot & 0x0F) { case (int)GameLiving.eActiveWeaponSlot.TwoHanded: clone.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); break; case (int)GameLiving.eActiveWeaponSlot.Distance: clone.SwitchWeapon(GameLiving.eActiveWeaponSlot.Distance); break; default: clone.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); break; } #endregion Inventory if (loadStyles) { clone.Styles = GetCharacterStyles(dbchar); } clone.SetOwnBrain(new MeleeStyler()); //josh return(true); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Richael", eRealm.Hibernia); if (npcs.Length == 0) { Richael = new GameNPC(); Richael.Model = 377; Richael.Name = "Richael"; if (log.IsWarnEnabled) log.Warn("Could not find " + Richael.Name + ", creating her ..."); //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //Richael.GuildName = "Part of " + questTitle + " Quest"; Richael.Realm = eRealm.Hibernia; Richael.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 416, 37); //Slot 22 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 413, 37); //Slot 25 template.AddNPCEquipment(eInventorySlot.FeetArmor, 417, 37); //Slot 23 template.AddNPCEquipment(eInventorySlot.LegsArmor, 414, 35); //Slot 27 template.AddNPCEquipment(eInventorySlot.Cloak, 57, 35); //Slot 26 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 415, 37); //Slot 28 Richael.Inventory = template.CloseTemplate(); Richael.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Richael.Size = 48; Richael.Level = 38; Richael.X = 347089; Richael.Y = 491290; Richael.Z = 5247; Richael.Heading = 978; if (SAVE_INTO_DATABASE) Richael.SaveIntoDatabase(); Richael.AddToWorld(); } else Richael = npcs[0]; #endregion #region defineAreas Demons_Breach_Area = WorldMgr.GetRegion(Demons_Breach.RegionID).AddArea(new Area.Circle("", Demons_Breach.X, Demons_Breach.Y, Demons_Breach.Z, 200)); Demons_Breach_Area.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterDemonBreachArea)); #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Richael, GameLivingEvent.Interact, new DOLEventHandler(TalkToRichael)); GameEventMgr.AddHandler(Richael, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToRichael)); Richael.AddQuestToGive(typeof(ToReachTheBreach)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Lady Grynoch", eRealm.Albion); if (npcs.Length == 0) { LadyGrynoch = new GameNPC(); LadyGrynoch.Model = 5; LadyGrynoch.Name = "Lady Grynoch"; if (log.IsWarnEnabled) { log.Warn("Could not find " + LadyGrynoch.Name + ", creating her ..."); } //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //LadyGrynoch.GuildName = "Part of " + questTitle + " Quest"; LadyGrynoch.Realm = eRealm.Albion; LadyGrynoch.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58); //Slot 25 LadyGrynoch.Inventory = template.CloseTemplate(); LadyGrynoch.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); LadyGrynoch.Size = 51; LadyGrynoch.Level = 38; LadyGrynoch.X = 559698; LadyGrynoch.Y = 513578; LadyGrynoch.Z = 2428; LadyGrynoch.Heading = 2742; if (SAVE_INTO_DATABASE) { LadyGrynoch.SaveIntoDatabase(); } LadyGrynoch.AddToWorld(); } else { LadyGrynoch = npcs[0]; } #endregion #region defineAreas Burial_Tomb_Area = WorldMgr.GetRegion(Burial_Tomb.RegionID).AddArea(new Area.Circle("", Burial_Tomb.X, Burial_Tomb.Y, Burial_Tomb.Z, 200)); Burial_Tomb_Area.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterBurialTombArea)); #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(LadyGrynoch, GameLivingEvent.Interact, new DOLEventHandler(TalkToLadyGrynoch)); GameEventMgr.AddHandler(LadyGrynoch, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToLadyGrynoch)); LadyGrynoch.AddQuestToGive(typeof(TombWithAView)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Sir Dorian", eRealm.Albion); if (npcs.Length == 0) { sirDorian = new GameNPC(); sirDorian.Model = 28; sirDorian.Name = "Sir Dorian"; if (log.IsWarnEnabled) log.Warn("Could not find " + sirDorian.Name + ", creating him ..."); //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //sirDorian.GuildName = "Part of " + questTitle + " Quest"; sirDorian.Realm = eRealm.Albion; sirDorian.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 49); template.AddNPCEquipment(eInventorySlot.FeetArmor, 50); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 46); template.AddNPCEquipment(eInventorySlot.LegsArmor, 47); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 48); sirDorian.Inventory = template.CloseTemplate(); sirDorian.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); sirDorian.Size = 52; sirDorian.Level = 40; sirDorian.X = 560869; sirDorian.Y = 511737; sirDorian.Z = 2344; sirDorian.Heading = 2930; if (SAVE_INTO_DATABASE) sirDorian.SaveIntoDatabase(); sirDorian.AddToWorld(); } else sirDorian = npcs[0]; #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(sirDorian, GameLivingEvent.Interact, new DOLEventHandler(TalkTosirDorian)); GameEventMgr.AddHandler(sirDorian, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkTosirDorian)); sirDorian.AddQuestToGive(typeof(DredgeUpAPledge)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Blercyn", eRealm.Hibernia); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { Blercyn = new GameNPC(); Blercyn.Model = 700; Blercyn.Name = "Blercyn"; if (log.IsWarnEnabled) { log.Warn("Could not find " + Blercyn.Name + ", creating him ..."); } //Blercyn.GuildName = "Part of " + questTitle + " Quest"; Blercyn.Realm = eRealm.Hibernia; Blercyn.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58); Blercyn.Inventory = template.CloseTemplate(); Blercyn.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Blercyn.Size = 50; Blercyn.Level = 50; Blercyn.X = 348614; Blercyn.Y = 492141; Blercyn.Z = 5199; Blercyn.Heading = 1539; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { Blercyn.SaveIntoDatabase(); } Blercyn.AddToWorld(); } else { Blercyn = npcs[0]; } //Pompin The Crier npcs = WorldMgr.GetNPCsByName("Epona", eRealm.Hibernia); if (npcs.Length == 0) { Epona = new GameNPC(); Epona.Model = 10; Epona.Name = "Epona"; if (log.IsWarnEnabled) { log.Warn("Could not find " + Epona.Name + ", creating him ..."); } //Blercyn.GuildName = "Part of " + questTitle + " Quest"; Epona.Realm = eRealm.Hibernia; Epona.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58); Epona.Inventory = template.CloseTemplate(); Epona.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); Epona.Size = 50; Epona.Level = 50; Epona.X = 347606; Epona.Y = 490658; Epona.Z = 5227; Epona.Heading = 1342; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { Epona.SaveIntoDatabase(); } Epona.AddToWorld(); } else { Epona = npcs[0]; } #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Blercyn, GameLivingEvent.Interact, new DOLEventHandler(TalkToBlercyn)); GameEventMgr.AddHandler(Blercyn, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToBlercyn)); GameEventMgr.AddHandler(Epona, GameLivingEvent.Interact, new DOLEventHandler(TalkToEpona)); GameEventMgr.AddHandler(Epona, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToEpona)); Blercyn.AddQuestToGive(typeof(SearchForKnowledge)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static GameNPC GetAddrir() { GameNPC[] npcs = WorldMgr.GetNPCsByName("Addrir", eRealm.Hibernia); GameNPC addrir = null; if (npcs.Length == 0) { addrir = new GameNPC(); addrir.Model = 335; addrir.Name = "Addrir"; if (log.IsWarnEnabled) log.Warn("Could not find " + addrir.Name + ", creating him ..."); addrir.GuildName = "Part of Addrir Quests"; addrir.Realm = eRealm.Hibernia; addrir.CurrentRegionID = 200; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58, 35); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 32); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 1173); addrir.Inventory = template.CloseTemplate(); addrir.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); // addrir.AddNPCEquipment((byte) eVisibleItems.TORSO, 58, 35, 0, 0); // addrir.AddNPCEquipment((byte) eVisibleItems.CLOAK, 57, 32, 0, 0); // addrir.AddNPCEquipment((byte) eVisibleItems.RIGHT_HAND, 1173, 0, 0, 0); addrir.Size = 50; addrir.Level = 50; addrir.X = GameLocation.ConvertLocalXToGlobalX(26955, 200); addrir.Y = GameLocation.ConvertLocalYToGlobalY(7789, 200); addrir.Z = 5196; addrir.Heading = 22; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; addrir.SetOwnBrain(brain); //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) addrir.SaveIntoDatabase(); addrir.AddToWorld(); } else addrir = npcs[0]; return addrir; }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Sir Prescott", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { SirPrescott = new GameNPC(); SirPrescott.Model = 28; SirPrescott.Name = "Sir Prescott"; if (log.IsWarnEnabled) { log.Warn("Could not find " + SirPrescott.Name + ", creating him ..."); } //SirPrescott.GuildName = "Part of " + questTitle + " Quest"; SirPrescott.Realm = eRealm.Albion; SirPrescott.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); SirPrescott.Inventory = template.CloseTemplate(); SirPrescott.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); SirPrescott.Size = 50; SirPrescott.Level = 50; SirPrescott.X = 559862; SirPrescott.Y = 513092; SirPrescott.Z = 2408; SirPrescott.Heading = 2480; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { SirPrescott.SaveIntoDatabase(); } SirPrescott.AddToWorld(); } else { SirPrescott = npcs[0]; } #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(SirPrescott, GameLivingEvent.Interact, new DOLEventHandler(TalkToSirPrescott)); GameEventMgr.AddHandler(SirPrescott, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToSirPrescott)); SirPrescott.AddQuestToGive(typeof(AfterTheAccident)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Eowyln Astos", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { eowylnAstos = new GameNPC(); eowylnAstos.Model = 35; eowylnAstos.Name = "Eowyln Astos"; if (log.IsWarnEnabled) log.Warn("Could not find " + eowylnAstos.Name + ", creating him ..."); eowylnAstos.GuildName = "Part of " + questTitle + " Quest"; eowylnAstos.Realm = eRealm.Albion; eowylnAstos.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58, 40); eowylnAstos.Inventory = template.CloseTemplate(); eowylnAstos.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); eowylnAstos.Size = 54; eowylnAstos.Level = 17; eowylnAstos.X = 559680; eowylnAstos.Y = 513793; eowylnAstos.Z = 2619; eowylnAstos.Heading = 3185; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) eowylnAstos.SaveIntoDatabase(); eowylnAstos.AddToWorld(); } else eowylnAstos = npcs[0]; #endregion defineNPCS #region defineItems // item db check sephucothsHeart = GameServer.Database.FindObjectByKey<ItemTemplate>("sephucoths_heart"); if (sephucothsHeart == null) { sephucothsHeart = new ItemTemplate(); sephucothsHeart.Name = "Sephucoth's Heart"; if (log.IsWarnEnabled) log.Warn("Could not find " + sephucothsHeart.Name + ", creating it ..."); sephucothsHeart.Level = 0; sephucothsHeart.Weight = 0; sephucothsHeart.Model = 595; sephucothsHeart.Object_Type = (int)eObjectType.GenericItem; sephucothsHeart.Id_nb = "sephucoths_heart"; sephucothsHeart.Price = 0; sephucothsHeart.IsPickable = false; sephucothsHeart.IsDropable = false; sephucothsHeart.Quality = 100; sephucothsHeart.Condition = 1000; sephucothsHeart.MaxCondition = 1000; sephucothsHeart.Durability = 1000; sephucothsHeart.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(sephucothsHeart); } // item db check polishedBone = GameServer.Database.FindObjectByKey<ItemTemplate>("polished_bone"); if (polishedBone == null) { polishedBone = new ItemTemplate(); polishedBone.Name = "Polished Bone"; if (log.IsWarnEnabled) log.Warn("Could not find " + polishedBone.Name + ", creating it ..."); polishedBone.Level = 0; polishedBone.Weight = 15; polishedBone.Model = 497; polishedBone.Object_Type = (int)eObjectType.GenericItem; polishedBone.Id_nb = "polished_bone"; polishedBone.Price = 0; polishedBone.IsPickable = false; polishedBone.IsDropable = false; polishedBone.Quality = 100; polishedBone.Condition = 1000; polishedBone.MaxCondition = 1000; polishedBone.Durability = 1000; polishedBone.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(polishedBone); } // item db check fieryCrystalPendant = GameServer.Database.FindObjectByKey<ItemTemplate>("fiery_crystal_pendant"); if (fieryCrystalPendant == null) { fieryCrystalPendant = new ItemTemplate(); fieryCrystalPendant.Name = "Fiery Crystal Pendant"; if (log.IsWarnEnabled) log.Warn("Could not find " + fieryCrystalPendant.Name + ", creating it ..."); fieryCrystalPendant.Level = 8; fieryCrystalPendant.Weight = 8; fieryCrystalPendant.Model = 101; fieryCrystalPendant.Object_Type = (int)eObjectType.Magical; fieryCrystalPendant.Item_Type = (int)eEquipmentItems.NECK; fieryCrystalPendant.Id_nb = "fiery_crystal_pendant"; fieryCrystalPendant.Price = Money.GetMoney(0, 0, 0, 0, 30); fieryCrystalPendant.IsPickable = true; fieryCrystalPendant.IsDropable = true; fieryCrystalPendant.Bonus1 = 1; fieryCrystalPendant.Bonus1Type = (int)eProperty.Skill_Fire; fieryCrystalPendant.Bonus2 = 1; fieryCrystalPendant.Bonus2Type = (int)eProperty.Intelligence; fieryCrystalPendant.Quality = 100; fieryCrystalPendant.Condition = 1000; fieryCrystalPendant.MaxCondition = 1000; fieryCrystalPendant.Durability = 1000; fieryCrystalPendant.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(fieryCrystalPendant); } #endregion defineItems /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(eowylnAstos, GameLivingEvent.Interact, new DOLEventHandler(TalkToEowylnAstos)); GameEventMgr.AddHandler(eowylnAstos, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToEowylnAstos)); /* Now we bring to Yetta Fletcher the possibility to give this quest to players */ eowylnAstos.AddQuestToGive(typeof(HeartOfSephucoth)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>("Ydenia Philpott", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { ydeniaPhilpott = new GameNPC(); ydeniaPhilpott.Model = 6; ydeniaPhilpott.Name = "Ydenia Philpott"; if (log.IsWarnEnabled) { log.Warn("Could not find " + ydeniaPhilpott.Name + ", creating him ..."); } ydeniaPhilpott.GuildName = "Part of " + questTitle + " Quest"; ydeniaPhilpott.Realm = eRealm.Albion; ydeniaPhilpott.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 227); template.AddNPCEquipment(eInventorySlot.HandsArmor, 80); template.AddNPCEquipment(eInventorySlot.FeetArmor, 54); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 51); template.AddNPCEquipment(eInventorySlot.Cloak, 57); template.AddNPCEquipment(eInventorySlot.LegsArmor, 52); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 53); ydeniaPhilpott.Inventory = template.CloseTemplate(); ydeniaPhilpott.SwitchWeapon(GameLiving.eActiveWeaponSlot.TwoHanded); ydeniaPhilpott.Size = 51; ydeniaPhilpott.Level = 40; ydeniaPhilpott.X = 559315; ydeniaPhilpott.Y = 510705; ydeniaPhilpott.Z = 2488; ydeniaPhilpott.Heading = 3993; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { ydeniaPhilpott.SaveIntoDatabase(); } ydeniaPhilpott.AddToWorld(); } else { ydeniaPhilpott = npcs[0]; } npcs = WorldMgr.GetObjectsByName <GameNPC>("Elvar Tambor", eRealm.Albion); if (npcs.Length == 0) { if (log.IsWarnEnabled) { log.Warn("Could not find Elvar Tambor, creating him ..."); } elvarTambor = new GameNPC(); elvarTambor.Model = 9; elvarTambor.Name = "Elvar Tambor"; elvarTambor.GuildName = "Part of " + questTitle + " Quest"; elvarTambor.Realm = eRealm.Albion; elvarTambor.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 3); template.AddNPCEquipment(eInventorySlot.HandsArmor, 159, 67); template.AddNPCEquipment(eInventorySlot.FeetArmor, 160, 63); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 156, 67); template.AddNPCEquipment(eInventorySlot.LegsArmor, 157, 63); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 158, 67); elvarTambor.Inventory = template.CloseTemplate(); elvarTambor.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); elvarTambor.Size = 50; elvarTambor.Level = 15; elvarTambor.X = 574711; elvarTambor.Y = 529887; elvarTambor.Z = 2896; elvarTambor.Heading = 2366; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { elvarTambor.SaveIntoDatabase(); } elvarTambor.AddToWorld(); } else { elvarTambor = npcs[0]; } // item db check letterToElvar = GameServer.Database.FindObjectByKey <ItemTemplate>("letter_to_elvar_tambor"); if (letterToElvar == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Letter to Healvar, creating it ..."); } letterToElvar = new ItemTemplate(); letterToElvar.Name = "Letter to Elvar"; letterToElvar.Level = 0; letterToElvar.Weight = 10; letterToElvar.Model = 499; letterToElvar.Object_Type = (int)eObjectType.GenericItem; letterToElvar.Id_nb = "letter_to_elvar_tambor"; letterToElvar.Price = 0; letterToElvar.IsPickable = false; letterToElvar.IsDropable = false; letterToElvar.Quality = 100; letterToElvar.Condition = 1000; letterToElvar.MaxCondition = 1000; letterToElvar.Durability = 1000; letterToElvar.MaxDurability = 1000; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(letterToElvar); } // item db check letterToYdenia = GameServer.Database.FindObjectByKey <ItemTemplate>("letter_to_yderia_philpott"); if (letterToYdenia == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Letter to Yderia creating it ..."); } letterToYdenia = new ItemTemplate(); letterToYdenia.Name = "Letter to Ydenia"; letterToYdenia.Level = 0; letterToYdenia.Weight = 10; letterToYdenia.Model = 499; letterToYdenia.Object_Type = (int)eObjectType.GenericItem; letterToYdenia.Id_nb = "letter_to_yderia_philpott"; letterToYdenia.Price = 0; letterToYdenia.IsPickable = false; letterToYdenia.IsDropable = false; letterToYdenia.Quality = 100; letterToYdenia.Condition = 1000; letterToYdenia.MaxCondition = 1000; letterToYdenia.Durability = 1000; letterToYdenia.MaxDurability = 1000; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(letterToYdenia); } // item db check silverRingOfHealth = GameServer.Database.FindObjectByKey <ItemTemplate>("silver_ring_of_health"); if (silverRingOfHealth == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Silver Ring of Health creating it ..."); } silverRingOfHealth = new ItemTemplate(); silverRingOfHealth.Name = "Silver Ring of Health"; silverRingOfHealth.Level = 3; silverRingOfHealth.Weight = 1; silverRingOfHealth.Model = 103; silverRingOfHealth.Object_Type = (int)eObjectType.Magical; silverRingOfHealth.Item_Type = (int)eEquipmentItems.L_RING; silverRingOfHealth.Id_nb = "silver_ring_of_health"; silverRingOfHealth.Price = Money.GetMoney(0, 0, 0, 0, 30); silverRingOfHealth.IsPickable = true; silverRingOfHealth.IsDropable = true; silverRingOfHealth.Bonus = 1; silverRingOfHealth.Bonus1Type = (int)eProperty.MaxHealth; silverRingOfHealth.Bonus1 = 8; silverRingOfHealth.Bonus2Type = (int)eProperty.Resist_Slash; silverRingOfHealth.Bonus2 = 1; silverRingOfHealth.Quality = 100; silverRingOfHealth.Condition = 1000; silverRingOfHealth.MaxCondition = 1000; silverRingOfHealth.Durability = 1000; silverRingOfHealth.MaxDurability = 1000; // You don't have to store the created item in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database GameServer.Database.AddObject(silverRingOfHealth); } /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(ydeniaPhilpott, GameLivingEvent.Interact, new DOLEventHandler(TalkToYdeniaPhilpott)); GameEventMgr.AddHandler(ydeniaPhilpott, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToYdeniaPhilpott)); GameEventMgr.AddHandler(elvarTambor, GameObjectEvent.Interact, new DOLEventHandler(TalkToElvarTambor)); GameEventMgr.AddHandler(elvarTambor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToElvarTambor)); /* Now we bring to Ydenia the possibility to give this quest to players */ ydeniaPhilpott.AddQuestToGive(typeof(YdeniasCrush)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text1"), eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { MasterClaistan = new GameNPC(); MasterClaistan.Model = 33; MasterClaistan.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text1"); if (log.IsWarnEnabled) log.Warn("Could not find " + MasterClaistan.Name + ", creating him ..."); //MasterClaistan.GuildName = "Part of " + questTitle + " Quest"; MasterClaistan.Realm = eRealm.Albion; MasterClaistan.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); MasterClaistan.Inventory = template.CloseTemplate(); MasterClaistan.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); MasterClaistan.Size = 52; MasterClaistan.Level = 51; MasterClaistan.X = 562190; MasterClaistan.Y = 512571; MasterClaistan.Z = 2500; MasterClaistan.Heading = 1592; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) MasterClaistan.SaveIntoDatabase(); MasterClaistan.AddToWorld(); } else MasterClaistan = npcs[0]; //Pompin The Crier npcs = WorldMgr.GetNPCsByName(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text2"), eRealm.Albion); if (npcs.Length == 0) { PompinTheCrier = new GameNPC(); PompinTheCrier.Model = 10; PompinTheCrier.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.ANewHeroesWelcome.ScriptLoaded.Text2"); if (log.IsWarnEnabled) log.Warn("Could not find " + PompinTheCrier.Name + ", creating him ..."); //MasterClaistan.GuildName = "Part of " + questTitle + " Quest"; PompinTheCrier.Realm = eRealm.Albion; PompinTheCrier.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); PompinTheCrier.Inventory = template.CloseTemplate(); PompinTheCrier.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); PompinTheCrier.Size = 50; PompinTheCrier.Level = 5; PompinTheCrier.X = 560484; PompinTheCrier.Y = 511756; PompinTheCrier.Z = 2344; PompinTheCrier.Heading = 420; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) PompinTheCrier.SaveIntoDatabase(); PompinTheCrier.AddToWorld(); } else PompinTheCrier = npcs[0]; #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(MasterClaistan, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterClaistan)); GameEventMgr.AddHandler(MasterClaistan, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterClaistan)); GameEventMgr.AddHandler(PompinTheCrier, GameLivingEvent.Interact, new DOLEventHandler(TalkToPompinTheCrier)); GameEventMgr.AddHandler(PompinTheCrier, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToPompinTheCrier)); MasterClaistan.AddQuestToGive(typeof(ANewHeroesWelcome)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the Albion realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ dalikor = GetDalikor(); GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCVikingHyndla"), eRealm.Midgard); if (npcs.Length == 0) { hyndla = new GameNPC(); hyndla.Model = 9; hyndla.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCVikingHyndla"); if (log.IsWarnEnabled) { log.Warn("Could not find " + hyndla.Name + ", creating ..."); } hyndla.GuildName = "Part of " + questTitle + " Quest"; hyndla.Realm = eRealm.Midgard; hyndla.CurrentRegionID = 100; hyndla.Size = 50; hyndla.Level = 40; hyndla.X = GameLocation.ConvertLocalXToGlobalX(53049, 100); hyndla.Y = GameLocation.ConvertLocalYToGlobalY(58068, 100); hyndla.Z = 4985; hyndla.Heading = 150; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { hyndla.SaveIntoDatabase(); } hyndla.AddToWorld(); } else { hyndla = npcs[0]; } npcs = WorldMgr.GetObjectsByName <GameStableMaster>(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCGriffinHandlerNjiedi"), eRealm.Midgard); if (npcs.Length == 0) { njiedi = new GameStableMaster(); njiedi.Model = 158; njiedi.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCGriffinHandlerNjiedi"); if (log.IsWarnEnabled) { log.Warn("Could not find " + njiedi.Name + ", creating ..."); } njiedi.GuildName = "Stable Master"; njiedi.Realm = eRealm.Midgard; njiedi.CurrentRegionID = 100; njiedi.Size = 51; njiedi.Level = 50; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 81, 10); template.AddNPCEquipment(eInventorySlot.LegsArmor, 82, 10); template.AddNPCEquipment(eInventorySlot.FeetArmor, 84); template.AddNPCEquipment(eInventorySlot.Cloak, 57, 32); njiedi.Inventory = template.CloseTemplate(); // njiedi.AddNPCEquipment(Slot.TORSO, 81, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.LEGS, 82, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.FEET, 84, 10, 0, 0); // njiedi.AddNPCEquipment(Slot.CLOAK, 57, 32, 0, 0); njiedi.X = GameLocation.ConvertLocalXToGlobalX(55561, 100); njiedi.Y = GameLocation.ConvertLocalYToGlobalY(58225, 100); njiedi.Z = 5005; njiedi.Heading = 126; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; njiedi.SetOwnBrain(brain); // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { njiedi.SaveIntoDatabase(); } njiedi.AddToWorld(); } else { njiedi = npcs[0] as GameStableMaster; } // npcs = WorldMgr.GetObjectsByName<GameNPC>("Askefruer Trainer", eRealm.None); npcs = WorldMgr.GetObjectsByName <GameNPC>(LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCAskefruerTrainer"), eRealm.None); if (npcs.Length == 0) { askefruerTrainer = new GameNPC(); askefruerTrainer.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.SERV_LANGUAGE, "Mid.StolenEggs.NPCAskefruerTrainer"); askefruerTrainer.X = GameLocation.ConvertLocalXToGlobalX(54739, 100); askefruerTrainer.Y = GameLocation.ConvertLocalYToGlobalY(18264, 100); askefruerTrainer.Z = 5195; askefruerTrainer.Heading = 79; askefruerTrainer.Model = 678; // askefruerTrainer.GuildName = "Part of " + questTitle + " Quest"; askefruerTrainer.Realm = eRealm.None; askefruerTrainer.CurrentRegionID = 100; askefruerTrainer.Size = 49; askefruerTrainer.Level = 3; // Leave at default values to be one the save side ... // fairyDragonflyHandler.AggroLevel = 80; // fairyDragonflyHandler.AggroRange = 1000; // You don't have to store the created mob in the db if you don't want, // it will be recreated each time it is not found, just comment the following // line if you rather not modify your database if (SAVE_INTO_DATABASE) { askefruerTrainer.SaveIntoDatabase(); } askefruerTrainer.AddToWorld(); } else { askefruerTrainer = npcs[0]; } trainerWhip = GameServer.Database.FindObjectByKey <ItemTemplate>("askefruer_whip"); if (trainerWhip == null) { trainerWhip = new ItemTemplate(); trainerWhip.Name = "Askefruer Trainer's Whip"; if (log.IsWarnEnabled) { log.Warn("Could not find " + trainerWhip.Name + " , creating it ..."); } trainerWhip.Weight = 15; trainerWhip.Model = 859; trainerWhip.Object_Type = (int)eObjectType.GenericItem; trainerWhip.Id_nb = "askefruer_whip"; trainerWhip.IsPickable = true; trainerWhip.IsDropable = false; GameServer.Database.AddObject(trainerWhip); } // item db check recruitsVest = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_studded_vest_mid"); if (recruitsVest == null) { recruitsVest = new ItemTemplate(); recruitsVest.Name = "Recruit's Studded Vest (Mid)"; if (log.IsWarnEnabled) { log.Warn("Could not find " + recruitsVest.Name + ", creating it ..."); } recruitsVest.Level = 8; recruitsVest.Weight = 60; recruitsVest.Model = 81; // studded vest recruitsVest.DPS_AF = 12; // Armour recruitsVest.SPD_ABS = 19; // Absorption recruitsVest.Object_Type = (int)eObjectType.Studded; recruitsVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsVest.Id_nb = "recruits_studded_vest_mid"; recruitsVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsVest.IsPickable = true; recruitsVest.IsDropable = true; recruitsVest.CanDropAsLoot = false; recruitsVest.Color = 14; // blue leather recruitsVest.Bonus = 5; // default bonus recruitsVest.Bonus1 = 3; recruitsVest.Bonus1Type = (int)eStat.STR; recruitsVest.Bonus2 = 4; recruitsVest.Bonus2Type = (int)eStat.CON; recruitsVest.Bonus3 = 1; recruitsVest.Bonus3Type = (int)eResist.Body; recruitsVest.Quality = 100; recruitsVest.Condition = 1000; recruitsVest.MaxCondition = 1000; recruitsVest.Durability = 1000; recruitsVest.MaxDurability = 1000; GameServer.Database.AddObject(recruitsVest); } // item db check recruitsQuiltedVest = GameServer.Database.FindObjectByKey <ItemTemplate>("recruits_quilted_vest"); if (recruitsQuiltedVest == null) { recruitsQuiltedVest = new ItemTemplate(); recruitsQuiltedVest.Name = "Recruit's Quilted Vest"; if (log.IsWarnEnabled) { log.Warn("Could not find " + recruitsQuiltedVest.Name + ", creating it ..."); } recruitsQuiltedVest.Level = 8; recruitsQuiltedVest.Weight = 20; recruitsQuiltedVest.Model = 151; // studded vest recruitsQuiltedVest.DPS_AF = 6; // Armour recruitsQuiltedVest.SPD_ABS = 0; // Absorption recruitsQuiltedVest.Object_Type = (int)eObjectType.Cloth; recruitsQuiltedVest.Item_Type = (int)eEquipmentItems.TORSO; recruitsQuiltedVest.Id_nb = "recruits_quilted_vest"; recruitsQuiltedVest.Price = Money.GetMoney(0, 0, 0, 9, 0); recruitsQuiltedVest.IsPickable = true; recruitsQuiltedVest.IsDropable = true; recruitsQuiltedVest.Color = 36; recruitsQuiltedVest.Bonus = 5; // default bonus recruitsQuiltedVest.Bonus1 = 4; recruitsQuiltedVest.Bonus1Type = (int)eStat.INT; recruitsQuiltedVest.Bonus2 = 3; recruitsQuiltedVest.Bonus2Type = (int)eStat.DEX; recruitsQuiltedVest.Quality = 100; recruitsQuiltedVest.Condition = 1000; recruitsQuiltedVest.MaxCondition = 1000; recruitsQuiltedVest.Durability = 1000; recruitsQuiltedVest.MaxDurability = 1000; GameServer.Database.AddObject(recruitsQuiltedVest); } /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ // We want to be notified whenever a player enters the world GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld)); GameEventMgr.AddHandler(dalikor, GameLivingEvent.Interact, new DOLEventHandler(TalkToDalikor)); GameEventMgr.AddHandler(dalikor, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToDalikor)); GameEventMgr.AddHandler(njiedi, GameLivingEvent.Interact, new DOLEventHandler(TalkToNjiedi)); GameEventMgr.AddHandler(njiedi, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToNjiedi)); GameEventMgr.AddHandler(hyndla, GameLivingEvent.Interact, new DOLEventHandler(TalkToHyndla)); GameEventMgr.AddHandler(hyndla, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHyndla)); GameEventMgr.AddHandler(askefruerTrainer, GameNPCEvent.OnAICallback, new DOLEventHandler(CheckNearAskefruerTrainer)); /* Now we bring to dalikor the possibility to give this quest to players */ dalikor.AddQuestToGive(typeof(StolenEggs)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCs GameNPC[] npcs = WorldMgr.GetNPCsByName("Master Ferowl", eRealm.Albion); if (npcs.Length == 0) { Ferowl = new GameNPC(); Ferowl.Model = 61; Ferowl.Name = "Master Ferowl"; if (log.IsWarnEnabled) log.Warn("Could not find " + Ferowl.Name + " , creating it ..."); Ferowl.GuildName = ""; Ferowl.Realm = eRealm.Albion; Ferowl.CurrentRegionID = 1; Ferowl.Size = 51; Ferowl.Level = 40; Ferowl.X = 559716; Ferowl.Y = 510733; Ferowl.Z = 2720; Ferowl.Heading = 703; Ferowl.AddToWorld(); if (SAVE_INTO_DATABASE) Ferowl.SaveIntoDatabase(); } else Ferowl = npcs[0]; // end npc npcs = WorldMgr.GetNPCsByName("Morgana", eRealm.None); if (npcs.Length == 0) { Morgana = new GameNPC(); Morgana.Model = 283; Morgana.Name = "Morgana"; if (log.IsWarnEnabled) log.Warn("Could not find " + Morgana.Name + " , creating it ..."); Morgana.GuildName = ""; Morgana.Realm = eRealm.None; Morgana.CurrentRegionID = 1; Morgana.Size = 51; Morgana.Level = 90; Morgana.X = 306056; Morgana.Y = 670106; Morgana.Z = 3095; Morgana.Heading = 3261; StandardMobBrain brain = new StandardMobBrain(); brain.AggroLevel = 0; brain.AggroRange = 0; Morgana.SetOwnBrain(brain); GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 98, 43); template.AddNPCEquipment(eInventorySlot.FeetArmor, 133, 61); Morgana.Inventory = template.CloseTemplate(); // Morgana.AddNPCEquipment((byte) eVisibleItems.TORSO, 98, 43, 0, 0); // Morgana.AddNPCEquipment((byte) eVisibleItems.BOOT, 133, 61, 0, 0); //Morgana.AddToWorld(); will be added later during quest if (SAVE_INTO_DATABASE) Morgana.SaveIntoDatabase(); } else Morgana = npcs[0]; npcs = WorldMgr.GetNPCsByName("Bechard", eRealm.None); if (npcs.Length == 0) { if (log.IsWarnEnabled) log.Warn("Could not find Bechard , creating it ..."); Bechard = new GameNPC(); Bechard.Model = 606; Bechard.Name = "Bechard"; Bechard.GuildName = ""; Bechard.Realm = eRealm.None; Bechard.CurrentRegionID = 1; Bechard.Size = 50; Bechard.Level = 63; Bechard.X = 306025; Bechard.Y = 670473; Bechard.Z = 2863; Bechard.Heading = 3754; Bechard.AddToWorld(); if (SAVE_INTO_DATABASE) Bechard.SaveIntoDatabase(); } else Bechard = npcs[0]; // end npc npcs = WorldMgr.GetNPCsByName("Silcharde", eRealm.None); if (npcs.Length == 0) { if (log.IsWarnEnabled) log.Warn("Could not find Silcharde , creating it ..."); Silcharde = new GameNPC(); Silcharde.Model = 606; Silcharde.Name = "Silcharde"; Silcharde.GuildName = ""; Silcharde.Realm = eRealm.None; Silcharde.CurrentRegionID = 1; Silcharde.Size = 50; Silcharde.Level = 63; Silcharde.X = 306252; Silcharde.Y = 670274; Silcharde.Z = 2857; Silcharde.Heading = 3299; Silcharde.AddToWorld(); if (SAVE_INTO_DATABASE) Silcharde.SaveIntoDatabase(); } else Silcharde = npcs[0]; // end npc #endregion #region Item Declarations sealed_pouch = GameServer.Database.FindObjectByKey<ItemTemplate>("sealed_pouch"); if (sealed_pouch == null) { if (log.IsWarnEnabled) log.Warn("Could not find Sealed Pouch , creating it ..."); sealed_pouch = new ItemTemplate(); sealed_pouch.Id_nb = "sealed_pouch"; sealed_pouch.Name = "Sealed Pouch"; sealed_pouch.Level = 8; sealed_pouch.Item_Type = 29; sealed_pouch.Model = 488; sealed_pouch.IsDropable = false; sealed_pouch.IsPickable = false; sealed_pouch.DPS_AF = 0; sealed_pouch.SPD_ABS = 0; sealed_pouch.Object_Type = 41; sealed_pouch.Hand = 0; sealed_pouch.Type_Damage = 0; sealed_pouch.Quality = 100; sealed_pouch.Weight = 12; GameServer.Database.AddObject(sealed_pouch); } // end item ItemTemplate item = null; WizardEpicBoots = GameServer.Database.FindObjectByKey<ItemTemplate>("WizardEpicBoots"); if (WizardEpicBoots == null) { if (log.IsWarnEnabled) log.Warn("Could not find Wizards Epic Boots , creating it ..."); item = new ItemTemplate(); item.Id_nb = "WizardEpicBoots"; item.Name = "Bernor's Numinous Boots"; item.Level = 50; item.Item_Type = 23; item.Model = 143; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eProperty.Skill_Cold; item.Bonus2 = 22; item.Bonus2Type = (int) eStat.DEX; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Body; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Energy; GameServer.Database.AddObject(item); WizardEpicBoots = item; } //end item //Bernor's Numinous Coif WizardEpicHelm = GameServer.Database.FindObjectByKey<ItemTemplate>("WizardEpicHelm"); if (WizardEpicHelm == null) { if (log.IsWarnEnabled) log.Warn("Could not find Wizards Epic Helm , creating it ..."); item = new ItemTemplate(); item.Id_nb = "WizardEpicHelm"; item.Name = "Bernor's Numinous Cap"; item.Level = 50; item.Item_Type = 21; item.Model = 1290; //NEED TO WORK ON.. item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 13; item.Bonus1Type = (int) eStat.DEX; item.Bonus2 = 21; item.Bonus2Type = (int) eStat.INT; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Thrust; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Spirit; GameServer.Database.AddObject(item); WizardEpicHelm = item; } //end item //Bernor's Numinous Gloves WizardEpicGloves = GameServer.Database.FindObjectByKey<ItemTemplate>("WizardEpicGloves"); if (WizardEpicGloves == null) { if (log.IsWarnEnabled) log.Warn("Could not find Wizards Epic Gloves , creating it ..."); item = new ItemTemplate(); item.Id_nb = "WizardEpicGloves"; item.Name = "Bernor's Numinous Gloves "; item.Level = 50; item.Item_Type = 22; item.Model = 142; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 16; item.Bonus1Type = (int) eStat.DEX; item.Bonus2 = 18; item.Bonus2Type = (int) eStat.INT; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Matter; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Heat; GameServer.Database.AddObject(item); WizardEpicGloves = item; } //Bernor's Numinous Hauberk WizardEpicVest = GameServer.Database.FindObjectByKey<ItemTemplate>("WizardEpicVest"); if (WizardEpicVest == null) { if (log.IsWarnEnabled) log.Warn("Could not find Wizards Epic Vest , creating it ..."); item = new ItemTemplate(); item.Id_nb = "WizardEpicVest"; item.Name = "Bernor's Numinous Robes"; item.Level = 50; item.Item_Type = 25; item.Model = 798; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eResist.Cold; item.Bonus2 = 14; item.Bonus2Type = (int) eProperty.PowerRegenerationRate; item.Bonus3 = 24; item.Bonus3Type = (int) eProperty.MaxHealth; GameServer.Database.AddObject(item); WizardEpicVest = item; } //Bernor's Numinous Legs WizardEpicLegs = GameServer.Database.FindObjectByKey<ItemTemplate>("WizardEpicLegs"); if (WizardEpicLegs == null) { if (log.IsWarnEnabled) log.Warn("Could not find Wizards Epic Legs , creating it ..."); item = new ItemTemplate(); item.Id_nb = "WizardEpicLegs"; item.Name = "Bernor's Numinous Pants"; item.Level = 50; item.Item_Type = 27; item.Model = 140; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eProperty.Skill_Fire; item.Bonus2 = 8; item.Bonus2Type = (int) eResist.Cold; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Energy; GameServer.Database.AddObject(item); WizardEpicLegs = item; } //Bernor's Numinous Sleeves WizardEpicArms = GameServer.Database.FindObjectByKey<ItemTemplate>("WizardEpicArms"); if (WizardEpicArms == null) { if (log.IsWarnEnabled) log.Warn("Could not find Wizard Epic Arms , creating it ..."); item = new ItemTemplate(); item.Id_nb = "WizardEpicArms"; item.Name = "Bernor's Numinous Sleeves"; item.Level = 50; item.Item_Type = 28; item.Model = 141; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eProperty.Skill_Earth; item.Bonus2 = 18; item.Bonus2Type = (int) eStat.DEX; item.Bonus3 = 16; item.Bonus3Type = (int) eStat.INT; GameServer.Database.AddObject(item); WizardEpicArms = item; } //Minstrel Epic Sleeves End MinstrelEpicBoots = GameServer.Database.FindObjectByKey<ItemTemplate>("MinstrelEpicBoots"); if (MinstrelEpicBoots == null) { if (log.IsWarnEnabled) log.Warn("Could not find Minstrels Epic Boots , creating it ..."); item = new ItemTemplate(); item.Id_nb = "MinstrelEpicBoots"; item.Name = "Boots of Coruscating Harmony"; item.Level = 50; item.Item_Type = 23; item.Model = 727; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 100; item.SPD_ABS = 27; item.Object_Type = 35; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 7; item.Bonus1Type = (int) eStat.DEX; item.Bonus2 = 27; item.Bonus2Type = (int) eStat.QUI; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Slash; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Cold; GameServer.Database.AddObject(item); MinstrelEpicBoots = item; } //end item //of Coruscating Harmony Coif MinstrelEpicHelm = GameServer.Database.FindObjectByKey<ItemTemplate>("MinstrelEpicHelm"); if (MinstrelEpicHelm == null) { if (log.IsWarnEnabled) log.Warn("Could not find Minstrels Epic Helm , creating it ..."); item = new ItemTemplate(); item.Id_nb = "MinstrelEpicHelm"; item.Name = "Coif of Coruscating Harmony"; item.Level = 50; item.Item_Type = 21; item.Model = 1290; //NEED TO WORK ON.. item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 100; item.SPD_ABS = 27; item.Object_Type = 35; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 16; item.Bonus1Type = (int) eStat.CON; item.Bonus2 = 18; item.Bonus2Type = (int) eStat.CHR; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Thrust; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Energy; GameServer.Database.AddObject(item); MinstrelEpicHelm = item; } //end item //of Coruscating Harmony Gloves MinstrelEpicGloves = GameServer.Database.FindObjectByKey<ItemTemplate>("MinstrelEpicGloves"); if (MinstrelEpicGloves == null) { if (log.IsWarnEnabled) log.Warn("Could not find Minstrels Epic Gloves , creating it ..."); item = new ItemTemplate(); item.Id_nb = "MinstrelEpicGloves"; item.Name = "Gauntlets of Coruscating Harmony"; item.Level = 50; item.Item_Type = 22; item.Model = 726; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 100; item.SPD_ABS = 27; item.Object_Type = 35; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 15; item.Bonus1Type = (int) eStat.CON; item.Bonus2 = 19; item.Bonus2Type = (int) eStat.DEX; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Crush; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Heat; GameServer.Database.AddObject(item); MinstrelEpicGloves = item; } //of Coruscating Harmony Hauberk MinstrelEpicVest = GameServer.Database.FindObjectByKey<ItemTemplate>("MinstrelEpicVest"); if (MinstrelEpicVest == null) { if (log.IsWarnEnabled) log.Warn("Could not find Minstrels Epic Vest , creating it ..."); item = new ItemTemplate(); item.Id_nb = "MinstrelEpicVest"; item.Name = "Habergeon of Coruscating Harmony"; item.Level = 50; item.Item_Type = 25; item.Model = 723; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 100; item.SPD_ABS = 27; item.Object_Type = 35; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 6; item.Bonus1Type = (int) eResist.Cold; item.Bonus2 = 8; item.Bonus2Type = (int) eProperty.PowerRegenerationRate; item.Bonus3 = 39; item.Bonus3Type = (int) eProperty.MaxHealth; item.Bonus4 = 6; item.Bonus4Type = (int) eResist.Energy; GameServer.Database.AddObject(item); MinstrelEpicVest = item; } //of Coruscating Harmony Legs MinstrelEpicLegs = GameServer.Database.FindObjectByKey<ItemTemplate>("MinstrelEpicLegs"); if (MinstrelEpicLegs == null) { if (log.IsWarnEnabled) log.Warn("Could not find Minstrels Epic Legs , creating it ..."); item = new ItemTemplate(); item.Id_nb = "MinstrelEpicLegs"; item.Name = "Chaussess of Coruscating Harmony"; item.Level = 50; item.Item_Type = 27; item.Model = 724; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 100; item.SPD_ABS = 27; item.Object_Type = 35; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 15; item.Bonus1Type = (int) eStat.STR; item.Bonus2 = 19; item.Bonus2Type = (int) eStat.CON; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Body; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Heat; GameServer.Database.AddObject(item); MinstrelEpicLegs = item; } //of Coruscating Harmony Sleeves MinstrelEpicArms = GameServer.Database.FindObjectByKey<ItemTemplate>("MinstrelEpicArms"); if (MinstrelEpicArms == null) { if (log.IsWarnEnabled) log.Warn("Could not find Minstrel Epic Arms , creating it ..."); item = new ItemTemplate(); item.Id_nb = "MinstrelEpicArms"; item.Name = "Sleeves of Coruscating Harmony"; item.Level = 50; item.Item_Type = 28; item.Model = 725; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 100; item.SPD_ABS = 27; item.Object_Type = 35; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 16; item.Bonus1Type = (int) eStat.STR; item.Bonus2 = 21; item.Bonus2Type = (int) eStat.DEX; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Crush; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Body; GameServer.Database.AddObject(item); MinstrelEpicArms = item; } SorcerorEpicBoots = GameServer.Database.FindObjectByKey<ItemTemplate>("SorcerorEpicBoots"); if (SorcerorEpicBoots == null) { if (log.IsWarnEnabled) log.Warn("Could not find Sorceror Epic Boots , creating it ..."); item = new ItemTemplate(); item.Id_nb = "SorcerorEpicBoots"; item.Name = "Boots of Mental Acuity"; item.Level = 50; item.Item_Type = 23; item.Model = 143; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eProperty.Focus_Matter; item.Bonus2 = 22; item.Bonus2Type = (int) eStat.DEX; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Matter; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Energy; GameServer.Database.AddObject(item); SorcerorEpicBoots = item; } //end item //of Mental Acuity Coif SorcerorEpicHelm = GameServer.Database.FindObjectByKey<ItemTemplate>("SorcerorEpicHelm"); if (SorcerorEpicHelm == null) { if (log.IsWarnEnabled) log.Warn("Could not find Sorceror Epic Helm , creating it ..."); item = new ItemTemplate(); item.Id_nb = "SorcerorEpicHelm"; item.Name = "Cap of Mental Acuity"; item.Level = 50; item.Item_Type = 21; item.Model = 1290; //NEED TO WORK ON.. item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 13; item.Bonus1Type = (int) eStat.DEX; item.Bonus2 = 21; item.Bonus2Type = (int) eStat.INT; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Slash; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Thrust; GameServer.Database.AddObject(item); SorcerorEpicHelm = item; } //end item //of Mental Acuity Gloves SorcerorEpicGloves = GameServer.Database.FindObjectByKey<ItemTemplate>("SorcerorEpicGloves"); if (SorcerorEpicGloves == null) { if (log.IsWarnEnabled) log.Warn("Could not find Sorceror Epic Gloves , creating it ..."); item = new ItemTemplate(); item.Id_nb = "SorcerorEpicGloves"; item.Name = "Gloves of Mental Acuity"; item.Level = 50; item.Item_Type = 22; item.Model = 142; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 16; item.Bonus1Type = (int) eStat.DEX; item.Bonus2 = 18; item.Bonus2Type = (int) eStat.INT; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Cold; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Heat; GameServer.Database.AddObject(item); SorcerorEpicGloves = item; } //of Mental Acuity Hauberk SorcerorEpicVest = GameServer.Database.FindObjectByKey<ItemTemplate>("SorcerorEpicVest"); if (SorcerorEpicVest == null) { if (log.IsWarnEnabled) log.Warn("Could not find Sorceror Epic Vest , creating it ..."); item = new ItemTemplate(); item.Id_nb = "SorcerorEpicVest"; item.Name = "Vest of Mental Acuity"; item.Level = 50; item.Item_Type = 25; item.Model = 804; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eResist.Spirit; item.Bonus2 = 14; item.Bonus2Type = (int) eProperty.PowerRegenerationRate; item.Bonus3 = 24; item.Bonus3Type = (int) eProperty.MaxHealth; GameServer.Database.AddObject(item); SorcerorEpicVest = item; } //of Mental Acuity Legs SorcerorEpicLegs = GameServer.Database.FindObjectByKey<ItemTemplate>("SorcerorEpicLegs"); if (SorcerorEpicLegs == null) { if (log.IsWarnEnabled) log.Warn("Could not find Sorceror Epic Legs , creating it ..."); item = new ItemTemplate(); item.Id_nb = "SorcerorEpicLegs"; item.Name = "Pants of Mental Acuity"; item.Level = 50; item.Item_Type = 27; item.Model = 140; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eProperty.Focus_Mind; item.Bonus2 = 19; item.Bonus2Type = (int) eStat.CON; item.Bonus3 = 8; item.Bonus3Type = (int) eResist.Body; item.Bonus4 = 8; item.Bonus4Type = (int) eResist.Spirit; GameServer.Database.AddObject(item); SorcerorEpicLegs = item; } //of Mental Acuity Sleeves SorcerorEpicArms = GameServer.Database.FindObjectByKey<ItemTemplate>("SorcerorEpicArms"); if (SorcerorEpicArms == null) { if (log.IsWarnEnabled) log.Warn("Could not find Sorceror Epic Arms , creating it ..."); item = new ItemTemplate(); item.Id_nb = "SorcerorEpicArms"; item.Name = "Sleeves of Mental Acuity"; item.Level = 50; item.Item_Type = 28; item.Model = 141; item.IsDropable = true; item.IsPickable = true; item.DPS_AF = 50; item.SPD_ABS = 0; item.Object_Type = 32; item.Quality = 100; item.Weight = 22; item.Bonus = 35; item.MaxCondition = 50000; item.MaxDurability = 50000; item.Condition = 50000; item.Durability = 50000; item.Bonus1 = 4; item.Bonus1Type = (int) eProperty.Focus_Body; item.Bonus2 = 16; item.Bonus2Type = (int) eStat.DEX; item.Bonus3 = 18; item.Bonus3Type = (int) eStat.INT; GameServer.Database.AddObject(item); SorcerorEpicArms = item; } //Item Descriptions End #endregion morganaArea = WorldMgr.GetRegion(Morgana.CurrentRegionID).AddArea(new Area.Circle(null, Morgana.X, Morgana.Y, 0, 1000)); morganaArea.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterMorganaArea)); GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(Ferowl, GameObjectEvent.Interact, new DOLEventHandler(TalkToFerowl)); GameEventMgr.AddHandler(Ferowl, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToFerowl)); /* Now we bring to Ferowl the possibility to give this quest to players */ Ferowl.AddQuestToGive(typeof (Academy_50)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Eowyln Astos", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { eowylnAstos = new GameNPC(); eowylnAstos.Model = 35; eowylnAstos.Name = "Eowyln Astos"; if (log.IsWarnEnabled) { log.Warn("Could not find " + eowylnAstos.Name + ", creating him ..."); } eowylnAstos.GuildName = "Part of " + questTitle + " Quest"; eowylnAstos.Realm = eRealm.Albion; eowylnAstos.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58, 40); eowylnAstos.Inventory = template.CloseTemplate(); eowylnAstos.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); eowylnAstos.Size = 54; eowylnAstos.Level = 17; eowylnAstos.X = 559680; eowylnAstos.Y = 513793; eowylnAstos.Z = 2619; eowylnAstos.Heading = 3185; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { eowylnAstos.SaveIntoDatabase(); } eowylnAstos.AddToWorld(); } else { eowylnAstos = npcs[0]; } #endregion #region defineItems // item db check sephucothsHeart = GameServer.Database.FindObjectByKey <ItemTemplate>("sephucoths_heart"); if (sephucothsHeart == null) { sephucothsHeart = new ItemTemplate(); sephucothsHeart.Name = "Sephucoth's Heart"; if (log.IsWarnEnabled) { log.Warn("Could not find " + sephucothsHeart.Name + ", creating it ..."); } sephucothsHeart.Level = 0; sephucothsHeart.Weight = 0; sephucothsHeart.Model = 595; sephucothsHeart.Object_Type = (int)eObjectType.GenericItem; sephucothsHeart.Id_nb = "sephucoths_heart"; sephucothsHeart.Price = 0; sephucothsHeart.IsPickable = false; sephucothsHeart.IsDropable = false; sephucothsHeart.Quality = 100; sephucothsHeart.Condition = 1000; sephucothsHeart.MaxCondition = 1000; sephucothsHeart.Durability = 1000; sephucothsHeart.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(sephucothsHeart); } // item db check polishedBone = GameServer.Database.FindObjectByKey <ItemTemplate>("polished_bone"); if (polishedBone == null) { polishedBone = new ItemTemplate(); polishedBone.Name = "Polished Bone"; if (log.IsWarnEnabled) { log.Warn("Could not find " + polishedBone.Name + ", creating it ..."); } polishedBone.Level = 0; polishedBone.Weight = 15; polishedBone.Model = 497; polishedBone.Object_Type = (int)eObjectType.GenericItem; polishedBone.Id_nb = "polished_bone"; polishedBone.Price = 0; polishedBone.IsPickable = false; polishedBone.IsDropable = false; polishedBone.Quality = 100; polishedBone.Condition = 1000; polishedBone.MaxCondition = 1000; polishedBone.Durability = 1000; polishedBone.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(polishedBone); } // item db check fieryCrystalPendant = GameServer.Database.FindObjectByKey <ItemTemplate>("fiery_crystal_pendant"); if (fieryCrystalPendant == null) { fieryCrystalPendant = new ItemTemplate(); fieryCrystalPendant.Name = "Fiery Crystal Pendant"; if (log.IsWarnEnabled) { log.Warn("Could not find " + fieryCrystalPendant.Name + ", creating it ..."); } fieryCrystalPendant.Level = 8; fieryCrystalPendant.Weight = 8; fieryCrystalPendant.Model = 101; fieryCrystalPendant.Object_Type = (int)eObjectType.Magical; fieryCrystalPendant.Item_Type = (int)eEquipmentItems.NECK; fieryCrystalPendant.Id_nb = "fiery_crystal_pendant"; fieryCrystalPendant.Price = Money.GetMoney(0, 0, 0, 0, 30); fieryCrystalPendant.IsPickable = true; fieryCrystalPendant.IsDropable = true; fieryCrystalPendant.Bonus1 = 1; fieryCrystalPendant.Bonus1Type = (int)eProperty.Skill_Fire; fieryCrystalPendant.Bonus2 = 1; fieryCrystalPendant.Bonus2Type = (int)eProperty.Intelligence; fieryCrystalPendant.Quality = 100; fieryCrystalPendant.Condition = 1000; fieryCrystalPendant.MaxCondition = 1000; fieryCrystalPendant.Durability = 1000; fieryCrystalPendant.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(fieryCrystalPendant); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(eowylnAstos, GameLivingEvent.Interact, new DOLEventHandler(TalkToEowylnAstos)); GameEventMgr.AddHandler(eowylnAstos, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToEowylnAstos)); /* Now we bring to Yetta Fletcher the possibility to give this quest to players */ eowylnAstos.AddQuestToGive(typeof(HeartOfSephucoth)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Lady Grynoch", eRealm.Albion); if (npcs.Length == 0) { LadyGrynoch = new GameNPC(); LadyGrynoch.Model = 5; LadyGrynoch.Name = "Lady Grynoch"; if (log.IsWarnEnabled) log.Warn("Could not find " + LadyGrynoch.Name + ", creating her ..."); //k109: My preference, no guildname for quest NPCs. Uncomment if you like that... //LadyGrynoch.GuildName = "Part of " + questTitle + " Quest"; LadyGrynoch.Realm = eRealm.Albion; LadyGrynoch.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58); //Slot 25 LadyGrynoch.Inventory = template.CloseTemplate(); LadyGrynoch.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); LadyGrynoch.Size = 51; LadyGrynoch.Level = 38; LadyGrynoch.X = 559698; LadyGrynoch.Y = 513578; LadyGrynoch.Z = 2428; LadyGrynoch.Heading = 2742; if (SAVE_INTO_DATABASE) LadyGrynoch.SaveIntoDatabase(); LadyGrynoch.AddToWorld(); } else LadyGrynoch = npcs[0]; #endregion #region defineAreas Demons_Breach_Area = WorldMgr.GetRegion(Demons_Breach.RegionID).AddArea(new Area.Circle("", Demons_Breach.X, Demons_Breach.Y, Demons_Breach.Z, 200)); Demons_Breach_Area.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterDemonBreachArea)); #endregion GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(LadyGrynoch, GameLivingEvent.Interact, new DOLEventHandler(TalkToLadyGrynoch)); GameEventMgr.AddHandler(LadyGrynoch, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToLadyGrynoch)); LadyGrynoch.AddQuestToGive(typeof(ToReachTheBreach)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Farmer Asma", eRealm.Albion); if (npcs.Length == 0) { farmerAsma = new GameNPC(); farmerAsma.Model = 82; farmerAsma.Name = "Farmer Asma"; if (log.IsWarnEnabled) { log.Warn("Could not find " + farmerAsma.Name + ", creating him ..."); } farmerAsma.GuildName = "Part of " + questTitle + " Quest"; farmerAsma.Realm = eRealm.Albion; farmerAsma.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 31); template.AddNPCEquipment(eInventorySlot.Cloak, 57); template.AddNPCEquipment(eInventorySlot.LegsArmor, 32); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 33); farmerAsma.Inventory = template.CloseTemplate(); farmerAsma.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); farmerAsma.Size = 50; farmerAsma.Level = 35; farmerAsma.X = 563939; farmerAsma.Y = 509234; farmerAsma.Z = 2744; farmerAsma.Heading = 21; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { farmerAsma.SaveIntoDatabase(); } farmerAsma.AddToWorld(); } else { farmerAsma = npcs[0]; } #endregion #region defineItems // item db check farmerAsmasMap = GameServer.Database.FindObjectByKey <ItemTemplate>("farmer_asma_map"); if (farmerAsmasMap == null) { farmerAsmasMap = new ItemTemplate(); farmerAsmasMap.Name = "Farmer Asma's Map"; if (log.IsWarnEnabled) { log.Warn("Could not find " + farmerAsmasMap.Name + ", creating it ..."); } farmerAsmasMap.Level = 0; farmerAsmasMap.Weight = 1; farmerAsmasMap.Model = 499; farmerAsmasMap.Object_Type = (int)eObjectType.GenericItem; farmerAsmasMap.Id_nb = "farmer_asma_map"; farmerAsmasMap.Price = 0; farmerAsmasMap.IsPickable = false; farmerAsmasMap.IsDropable = false; farmerAsmasMap.Quality = 100; farmerAsmasMap.Condition = 1000; farmerAsmasMap.MaxCondition = 1000; farmerAsmasMap.Durability = 1000; farmerAsmasMap.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(farmerAsmasMap); } #endregion firstFieldArea = WorldMgr.GetRegion(firstField.RegionID).AddArea(new Area.Circle("First Vacant Field", firstField.Position, 1450)); firstFieldArea.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterFirstFieldArea)); secondFieldArea = WorldMgr.GetRegion(secondField.RegionID).AddArea(new Area.Circle("Second Vacant Field", secondField.Position, 1100)); secondFieldArea.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterSecondFieldArea)); thirdFieldArea = WorldMgr.GetRegion(thirdField.RegionID).AddArea(new Area.Circle("Third Vacant Field", thirdField.Position, 1100)); thirdFieldArea.RegisterPlayerEnter(new DOLEventHandler(PlayerEnterThirdFieldArea)); /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.GameEntered, new DOLEventHandler(PlayerEnterWorld)); GameEventMgr.AddHandler(farmerAsma, GameObjectEvent.Interact, new DOLEventHandler(TalkToFarmerAsma)); GameEventMgr.AddHandler(farmerAsma, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToFarmerAsma)); /* Now we bring to Ydenia the possibility to give this quest to players */ farmerAsma.AddQuestToGive(typeof(GreenerPastures)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Laridia the Minstrel", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { laridiaTheMinstrel = new GameNPC(); laridiaTheMinstrel.Model = 38; laridiaTheMinstrel.Name = "Laridia the Minstrel"; if (log.IsWarnEnabled) log.Warn("Could not find " + laridiaTheMinstrel.Name + ", creating him ..."); laridiaTheMinstrel.GuildName = "Part of " + questTitle + " Quest"; laridiaTheMinstrel.Realm = eRealm.Albion; laridiaTheMinstrel.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 137, 9); template.AddNPCEquipment(eInventorySlot.FeetArmor, 138, 9); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 134, 9); template.AddNPCEquipment(eInventorySlot.Cloak, 96, 72); template.AddNPCEquipment(eInventorySlot.LegsArmor, 140, 43); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 141, 43); laridiaTheMinstrel.Inventory = template.CloseTemplate(); laridiaTheMinstrel.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); laridiaTheMinstrel.Size = 49; laridiaTheMinstrel.Level = 25; laridiaTheMinstrel.X = 562280; laridiaTheMinstrel.Y = 512243; laridiaTheMinstrel.Z = 2448 ; laridiaTheMinstrel.Heading = 3049; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) laridiaTheMinstrel.SaveIntoDatabase(); laridiaTheMinstrel.AddToWorld(); } else laridiaTheMinstrel = npcs[0]; npcs = WorldMgr.GetNPCsByName("Farmer Asma", eRealm.Albion); if (npcs.Length == 0) { farmerAsma = new GameNPC(); farmerAsma.Model = 82; farmerAsma.Name = "Farmer Asma"; if (log.IsWarnEnabled) log.Warn("Could not find " + farmerAsma.Name + ", creating him ..."); farmerAsma.GuildName = "Part of " + questTitle + " Quest"; farmerAsma.Realm = eRealm.Albion; farmerAsma.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 31); template.AddNPCEquipment(eInventorySlot.Cloak, 57); template.AddNPCEquipment(eInventorySlot.LegsArmor, 32); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 33); farmerAsma.Inventory = template.CloseTemplate(); farmerAsma.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); farmerAsma.Size = 50; farmerAsma.Level = 35; farmerAsma.X = 563939; farmerAsma.Y = 509234; farmerAsma.Z = 2744 ; farmerAsma.Heading = 21; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) farmerAsma.SaveIntoDatabase(); farmerAsma.AddToWorld(); } else farmerAsma = npcs[0]; #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(laridiaTheMinstrel, GameLivingEvent.Interact, new DOLEventHandler(TalkToLaridiaTheMinstrel)); GameEventMgr.AddHandler(laridiaTheMinstrel, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToLaridiaTheMinstrel)); GameEventMgr.AddHandler(farmerAsma, GameObjectEvent.Interact, new DOLEventHandler(TalkToFarmerAsma)); GameEventMgr.AddHandler(farmerAsma, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToFarmerAsma)); /* Now we bring to Ydenia the possibility to give this quest to players */ laridiaTheMinstrel.AddQuestToGive(typeof (AgainstTheGrain)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCs GameNPC[] npcs = WorldMgr.GetNPCsByName("Steward Willie", eRealm.Albion); /* Whops, if the npcs array length is 0 then no Sir Quait exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { stewardWillie = new GameNPC(); stewardWillie.Model = 27; stewardWillie.Name = "Steward Willie"; if (log.IsWarnEnabled) { log.Warn("Could not find " + stewardWillie.Name + ", creating him ..."); } stewardWillie.GuildName = "Part of " + questTitle; stewardWillie.Realm = eRealm.Albion; stewardWillie.CurrentRegionID = 1; stewardWillie.Size = 52; stewardWillie.Level = 35; stewardWillie.X = 503547; stewardWillie.Y = 474330; stewardWillie.Z = 2788; stewardWillie.Heading = 3163; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { stewardWillie.SaveIntoDatabase(); } stewardWillie.AddToWorld(); } else { stewardWillie = npcs[0]; } /* Now we do the same for the Lynnet. */ npcs = WorldMgr.GetNPCsByName("Seamstress Lynnet", eRealm.Albion); if (npcs.Length == 0) { lynnet = new GameNPC(); lynnet.Model = 5; lynnet.Name = "Seamstress Lynnet"; if (log.IsWarnEnabled) { log.Warn("Could not find " + lynnet.Name + ", creating ..."); } lynnet.GuildName = "Part of " + questTitle; lynnet.Realm = eRealm.Albion; //Needs to be none, else we can't kill him ;-) lynnet.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58, 30); lynnet.Inventory = template.CloseTemplate(); // lynnet.AddNPCEquipment((byte) eEquipmentItems.TORSO, 58, 30, 0, 0); lynnet.Size = 48; lynnet.Level = 15; lynnet.X = 530112; lynnet.Y = 478662; lynnet.Z = 2200; lynnet.Heading = 3203; //You don't have to store the creted mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { lynnet.SaveIntoDatabase(); } lynnet.AddToWorld(); } else { lynnet = npcs[0]; } npcs = WorldMgr.GetNPCsByName("Brother Don", eRealm.Albion); if (npcs.Length == 0) { don = new GameNPC(); don.Model = 34; don.Name = "Brother Don"; if (log.IsWarnEnabled) { log.Warn("Could not find " + don.Name + ", creating ..."); } don.GuildName = "Part of " + questTitle; don.Realm = eRealm.Albion; //Needs to be none, else we can't kill him ;-) don.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 58, 44); don.Inventory = template.CloseTemplate(); // don.AddNPCEquipment((byte) eEquipmentItems.TORSO, 58, 44, 0, 0); don.Size = 48; don.Level = 15; don.X = 505411; don.Y = 495024; don.Z = 2495; don.Heading = 2048; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { don.SaveIntoDatabase(); } don.AddToWorld(); } else { don = npcs[0]; } #endregion #region defineItems wolfPeltCloak = GameServer.Database.FindObjectByKey <ItemTemplate>("wolf_pelt_cloak"); if (wolfPeltCloak == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Wolf Pelt Cloak, creating it ..."); } wolfPeltCloak = new ItemTemplate(); wolfPeltCloak.Name = "Wolf Pelt Cloak"; wolfPeltCloak.Level = 3; wolfPeltCloak.Weight = 3; wolfPeltCloak.Model = 326; wolfPeltCloak.Bonus = 1; wolfPeltCloak.Bonus1 = 1; wolfPeltCloak.Bonus1Type = (int)eStat.QUI; ; wolfPeltCloak.Bonus2 = -1; wolfPeltCloak.Bonus2Type = (int)eStat.CHR; wolfPeltCloak.Object_Type = (int)eObjectType.Magical; wolfPeltCloak.Item_Type = (int)eEquipmentItems.CLOAK; wolfPeltCloak.Id_nb = "wolf_pelt_cloak"; wolfPeltCloak.Price = Money.GetMoney(0, 0, 0, 4, 3); wolfPeltCloak.IsPickable = true; wolfPeltCloak.IsDropable = true; wolfPeltCloak.Color = 44; wolfPeltCloak.Quality = 100; wolfPeltCloak.Condition = 1000; wolfPeltCloak.MaxCondition = 1000; wolfPeltCloak.Durability = 1000; wolfPeltCloak.MaxDurability = 1000; //You don't have to store the created wolfPeltCloak in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(wolfPeltCloak); } wolfFur = GameServer.Database.FindObjectByKey <ItemTemplate>("wolf_fur"); if (wolfFur == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Wolf Fur, creating it ..."); } wolfFur = new ItemTemplate(); wolfFur.Object_Type = 0; wolfFur.Id_nb = "wolf_fur"; wolfFur.Name = "Wolf Fur"; wolfFur.Level = 1; wolfFur.Model = 57; wolfFur.IsDropable = false; wolfFur.IsPickable = false; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(wolfFur); } wolfHeadToken = GameServer.Database.FindObjectByKey <ItemTemplate>("wolf_head_token"); if (wolfHeadToken == null) { if (log.IsWarnEnabled) { log.Warn("Could not find Wolf Head Token, creating it ..."); } wolfHeadToken = new ItemTemplate(); wolfHeadToken.Object_Type = 0; wolfHeadToken.Id_nb = "wolf_head_token"; wolfHeadToken.Name = "Wolf Head Token"; wolfHeadToken.Level = 1; wolfHeadToken.Model = 1366; wolfHeadToken.IsDropable = false; wolfHeadToken.IsPickable = false; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(wolfHeadToken); } #endregion /* Now we add some hooks to the Sir Quait we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of Sir Quait and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(stewardWillie, GameLivingEvent.Interact, new DOLEventHandler(TalkToStewardWillie)); GameEventMgr.AddHandler(stewardWillie, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToStewardWillie)); GameEventMgr.AddHandler(don, GameLivingEvent.Interact, new DOLEventHandler(TalkToBrotherDon)); GameEventMgr.AddHandler(don, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToBrotherDon)); GameEventMgr.AddHandler(lynnet, GameLivingEvent.Interact, new DOLEventHandler(TalkToSeamstressLynnet)); /* Now we bring to stewardWillie the possibility to give this quest to players */ stewardWillie.AddQuestToGive(typeof(WolfPeltCloak)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName(questGiverName, eRealm.Hibernia); if (npcs.Length == 0) { if (log.IsWarnEnabled) log.Warn("Could not find " + questGiverName + ", creating her ..."); questGiver = new GameNPC(); questGiver.Name = questGiverName; questGiver.Realm = eRealm.Hibernia; questGiver.CurrentRegionID = 200; // select * from NPCEquipment where TemplateID in (select EquipmentTemplateID from Mob where name = ?) GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 448, 0); // Slot 12 template.AddNPCEquipment(eInventorySlot.FeetArmor, 427, 0); // Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 423, 0); // Slot 25 template.AddNPCEquipment(eInventorySlot.LegsArmor, 424, 0); // Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 425, 0); // Slot 28 questGiver.Inventory = template.CloseTemplate(); questGiver.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); questGiver.Model = 388; questGiver.Size = 51; questGiver.Level = 35; questGiver.X = 346768; questGiver.Y = 489521; questGiver.Z = 5200; questGiver.Heading = 2594; if (SAVE_INTO_DATABASE) questGiver.SaveIntoDatabase(); questGiver.AddToWorld(); } else questGiver = npcs[0]; npcs = WorldMgr.GetNPCsByName(questTargetName, eRealm.Hibernia); if (npcs.Length == 0) { questTarget = new GameNPC(); questTarget.Name = questTargetName; if (log.IsWarnEnabled) log.Warn("Could not find " + questTarget.Name + ", creating him ..."); questTarget.Realm = eRealm.Hibernia; questTarget.CurrentRegionID = 200; // select * from NPCEquipment where TemplateID in (select EquipmentTemplateID from Mob where name = ?) GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 411, 0); // Slot 22 template.AddNPCEquipment(eInventorySlot.FeetArmor, 412, 0); // Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 408, 0); // Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 57, 34); // Slot 26 template.AddNPCEquipment(eInventorySlot.LegsArmor, 409, 0); // Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 410, 0); // Slot 28 questTarget.Inventory = template.CloseTemplate(); questTarget.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); questTarget.Model = 381; questTarget.Size = 50; questTarget.Level = 12; questTarget.X = 347327; questTarget.Y = 492700; questTarget.Z = 5199; questTarget.Heading = 2468; if (SAVE_INTO_DATABASE) questTarget.SaveIntoDatabase(); questTarget.AddToWorld(); } else questTarget = npcs[0]; #endregion /* #region defineAreas targetArea = WorldMgr.GetRegion(targetLocation.RegionID).AddArea(new Area.Circle("", targetLocation.X, targetLocation.Y, targetLocation.Z, 200)); #endregion */ #region defineItems armBone = GameServer.Database.FindObjectByKey<ItemTemplate>("BonesToBlades-armbone"); if (armBone == null) { armBone = new ItemTemplate(); armBone.Name = "Arm Bone"; if (log.IsWarnEnabled) log.Warn("Could not find " + armBone.Name + ", creating it ..."); armBone.Level = 1; armBone.Weight = 1; armBone.Model = 497; armBone.Object_Type = (int) eObjectType.GenericItem; armBone.Item_Type = -1; armBone.Id_nb = "BonesToBlades-armbone"; armBone.Hand = 0; armBone.Price = 0; armBone.IsTradable = false; armBone.Color = 0; armBone.Bonus = 0; // default bonus armBone.Bonus1 = 0; armBone.Bonus1Type = (int)0; armBone.Bonus2 = 0; armBone.Bonus2Type = (int)0; armBone.Bonus3 = 0; armBone.Bonus3Type = (int)0; armBone.Bonus4 = 0; armBone.Bonus4Type = (int)0; armBone.Bonus5 = 0; armBone.Bonus5Type = (int)0; armBone.Bonus6 = 0; armBone.Bonus6Type = (int)0; armBone.Bonus7 = 0; armBone.Bonus7Type = (int)0; armBone.Bonus8 = 0; armBone.Bonus8Type = (int)0; armBone.Bonus9 = 0; armBone.Bonus9Type = (int)0; armBone.Bonus10 = 0; armBone.Bonus10Type = (int)0; armBone.ExtraBonus = 0; armBone.ExtraBonusType = (int)0; armBone.Effect = 0; armBone.Emblem = 0; armBone.Charges = 0; armBone.MaxCharges = 0; armBone.SpellID = 0; armBone.ProcSpellID = 0; armBone.Type_Damage = 0; armBone.Realm = 0; armBone.MaxCount = 1; armBone.PackSize = 1; armBone.Extension = 0; armBone.Quality = 100; armBone.Condition = 100; armBone.MaxCondition = 100; armBone.Durability = 100; armBone.MaxDurability = 100; armBone.PoisonCharges = 0; armBone.PoisonMaxCharges = 0; armBone.PoisonSpellID = 0; armBone.ProcSpellID1 = 0; armBone.SpellID1 = 0; armBone.MaxCharges1 = 0; armBone.Charges1 = 0; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) GameServer.Database.AddObject(armBone); } carvedBoneHilt = GameServer.Database.FindObjectByKey<ItemTemplate>("BonesToBlades-carvedBoneHilts"); if (carvedBoneHilt == null) { carvedBoneHilt = new ItemTemplate(); carvedBoneHilt.Name = "Two Carved Bone Hilts"; if (log.IsWarnEnabled) log.Warn("Could not find " + carvedBoneHilt.Name + ", creating it ..."); carvedBoneHilt.Level = 1; carvedBoneHilt.Weight = 1; carvedBoneHilt.Model = 497; carvedBoneHilt.Object_Type = (int)eObjectType.GenericItem; carvedBoneHilt.Item_Type = -1; carvedBoneHilt.Id_nb = "BonesToBlades-carvedBoneHilts"; carvedBoneHilt.Hand = 0; carvedBoneHilt.Price = 0; carvedBoneHilt.IsTradable = false; carvedBoneHilt.Color = 0; carvedBoneHilt.Bonus = 0; // default bonus carvedBoneHilt.Bonus1 = 0; carvedBoneHilt.Bonus1Type = (int)0; carvedBoneHilt.Bonus2 = 0; carvedBoneHilt.Bonus2Type = (int)0; carvedBoneHilt.Bonus3 = 0; carvedBoneHilt.Bonus3Type = (int)0; carvedBoneHilt.Bonus4 = 0; carvedBoneHilt.Bonus4Type = (int)0; carvedBoneHilt.Bonus5 = 0; carvedBoneHilt.Bonus5Type = (int)0; carvedBoneHilt.Bonus6 = 0; carvedBoneHilt.Bonus6Type = (int)0; carvedBoneHilt.Bonus7 = 0; carvedBoneHilt.Bonus7Type = (int)0; carvedBoneHilt.Bonus8 = 0; carvedBoneHilt.Bonus8Type = (int)0; carvedBoneHilt.Bonus9 = 0; carvedBoneHilt.Bonus9Type = (int)0; carvedBoneHilt.Bonus10 = 0; carvedBoneHilt.Bonus10Type = (int)0; carvedBoneHilt.ExtraBonus = 0; carvedBoneHilt.ExtraBonusType = (int)0; carvedBoneHilt.Effect = 0; carvedBoneHilt.Emblem = 0; carvedBoneHilt.Charges = 0; carvedBoneHilt.MaxCharges = 0; carvedBoneHilt.SpellID = 0; carvedBoneHilt.ProcSpellID = 0; carvedBoneHilt.Type_Damage = 0; carvedBoneHilt.Realm = 0; carvedBoneHilt.MaxCount = 1; carvedBoneHilt.PackSize = 1; carvedBoneHilt.Extension = 0; carvedBoneHilt.Quality = 100; carvedBoneHilt.Condition = 100; carvedBoneHilt.MaxCondition = 100; carvedBoneHilt.Durability = 100; carvedBoneHilt.MaxDurability = 100; carvedBoneHilt.PoisonCharges = 0; carvedBoneHilt.PoisonMaxCharges = 0; carvedBoneHilt.PoisonSpellID = 0; carvedBoneHilt.ProcSpellID1 = 0; carvedBoneHilt.SpellID1 = 0; carvedBoneHilt.MaxCharges1 = 0; carvedBoneHilt.Charges1 = 0; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) GameServer.Database.AddObject(carvedBoneHilt); } #endregion #region defineBehaviours QuestBuilder builder = QuestMgr.getBuilder(typeof(BonesToBlades)); QuestBehaviour a = null; string message1 = "Oh, have you been standing there long, <Class>? If you have, I apologize for ignoring you. I find my mind is quite distracted these days after the meeting I had yesterday with a [new client]."; string message2 = "Ah, I would love to tell you the name of the client, but I promised to keep their identity a secret. I keep the identity of all my clients secret because I don't want the other merchants in this area to try to steal them away from me! See, there I go again, getting distracted when I should be thinking about [those blades]."; string message3 = "Day in and day out I sell these plain, everyday blades. But from time to time clients do approach me to commission special blades to be made. My newest client came to me and requested that I make a set of matched falcatas to be given as [a gift] to this client's daughter upon her next birthday."; string message4 = "The daughter is a highly skilled blademaster who is preparing to venture into the Frontiers. My client wants the daughter to be as well armed as possible and I seemed to have developed a reputation as a maker of some of the best custom blades out there. I hope I can [live up to] that reputation."; string message5 = "I fear I have agreed to make these falcatas before I checked to see if I have all the supplies I need. It turns out I'm missing a few things, and I need to have the blades done within a few days. Making the blades alone will take me all that time without having to gather the materials for [the hilt] of each blade."; string message6 = "My client has asked that the hilts of these falcatas be carved from bone. I would be happy to do that, but I don't have the bones I need. I need to get them and send them over to Jahan so he can carve them for me. Say, if you're not busy, perhaps [you can go] get the bones I need. I can pay you for your time."; string message7 = "I cannot thank you enough for agreeing to help me. I've found that when people ask for carved bone hilts that the best bones come from the skeletal pawns and minions that roam the lands [just outside] of Mag Mell."; string message8 = "You'll find the skeletal pawns and minions across the road on the hill northwest of here. I've also seen them in the field and by the standing stone in the woods east-southeast of Rumdor the Stable Master here in Mag Mell. Get two arm bones from either the pawns or the minions. When you have them, take them to Jahan here in Mag Mell. He will carve them for me. Good luck, <Class>!"; string message9 = "Ah, you must be the young <Class> that Wony told me about. She said you would have two arm bones that needed carving for hilts. Wony thinks it will take me a few days to get those bones carved but I have [a surprise] for her."; string message10 = "I already had some bones among my supplies. I went ahead and carved them while you were out obtaining more bones. I'll give you the carved ones and I'll take the ones you have so I can keep my supplies well stocked. Why don't you hand me those two arm bones now?"; string message11 = "There you go, <Class>. Take those two carved bones to Wony right now. It will put her mind at ease having those hilts already taken care of. Don't worry about payment for my work; Wony has taken care of that already."; string message12 = "<Class>, what are you doing back here already? I told you to take the arm bones to Jahan so he can carve them! You should have listened to me! Now what am I going to do?"; string message13 = "What is this? These hilts are already carved! Jahan played a trick on me, didn't he? He already had these done. I guess the arm bones I had you collect will get used the next time I need bone hilts. I am sorry for yelling at you when I should have been offering you [the payment] I promised you."; string message14 = "There we go, <Class>. Thank you so much for helping me get these bone hilts. I shall be able to get the matching falcatas done on time and keep my new client. Perhaps one day you will have enough platinum to hire me to make custom blades for you. Until then, be well!"; a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestGivable, typeof(BonesToBlades), questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(BonesToBlades), null, (eComparator)5); a.AddAction(eActionType.Talk, message1, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "new client", questGiver); a.AddRequirement(eRequirementType.QuestGivable, typeof(BonesToBlades), questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(BonesToBlades), null, (eComparator)5); a.AddAction(eActionType.Talk, message2, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "those blades", questGiver); a.AddRequirement(eRequirementType.QuestGivable, typeof(BonesToBlades), questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(BonesToBlades), null, (eComparator)5); a.AddAction(eActionType.Talk, message3, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "a gift", questGiver); a.AddRequirement(eRequirementType.QuestGivable, typeof(BonesToBlades), questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(BonesToBlades), null, (eComparator)5); a.AddAction(eActionType.Talk, message4, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "live up to", questGiver); a.AddRequirement(eRequirementType.QuestGivable, typeof(BonesToBlades), questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(BonesToBlades), null, (eComparator)5); a.AddAction(eActionType.Talk, message5, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "the hilt", questGiver); a.AddRequirement(eRequirementType.QuestGivable, typeof(BonesToBlades), questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(BonesToBlades), null, (eComparator)5); a.AddAction(new MessageAction(questGiver, questGiverName + " blushes a deep red.", eTextType.Emote)); a.AddAction(eActionType.Talk, message6, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "you can go", questGiver); a.AddRequirement(eRequirementType.QuestGivable, typeof(BonesToBlades), questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(BonesToBlades), null, (eComparator)5); a.AddAction(eActionType.OfferQuest, typeof(BonesToBlades), "Do you want to help Wony?"); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, 1); a.AddTrigger(eTriggerType.AcceptQuest, null, typeof(BonesToBlades)); a.AddAction(eActionType.Talk, message7, questGiver); a.AddAction(eActionType.GiveQuest, typeof(BonesToBlades), questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "just outside", questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 1, eComparator.Equal); a.AddAction(eActionType.Talk, message8, questGiver); AddBehaviour(a); //a = builder.CreateBehaviour(questGiver, -1); //a.AddTrigger(eTriggerType.EnemyKilled, "skeletal pawn", null); //a.AddTrigger(eTriggerType.EnemyKilled, "skeletal minion", null); //a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 0, eComparator.Greater); //a.AddRequirement(eRequirementType.InventoryItem, armBone, 2, eComparator.Less); //a.AddAction(eActionType.GiveItem, armBone, null); //AddBehaviour(a); //a = builder.CreateBehaviour(questGiver, -1); //a.AddTrigger(eTriggerType.EnemyKilled, mobTypes[0], null); //a.AddTrigger(eTriggerType.EnemyKilled, mobTypes[1], null); //a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 1, eComparator.Equal); //a.AddRequirement(eRequirementType.InventoryItem, armBone, 1, eComparator.Greater); //a.AddAction(eActionType.SetQuestStep, typeof(BonesToBlades), 2); //AddBehaviour(a); a = builder.CreateBehaviour(questTarget, -1); a.AddTrigger(eTriggerType.Interact, null, questTarget); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 2, eComparator.Equal); a.AddAction(eActionType.Talk, message9, questTarget); AddBehaviour(a); a = builder.CreateBehaviour(questTarget, -1); a.AddTrigger(eTriggerType.Whisper, "a surprise", questTarget); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 2, eComparator.Equal); a.AddAction(eActionType.Talk, message10, questTarget); a.AddAction(eActionType.SetQuestStep, typeof(BonesToBlades), 3); AddBehaviour(a); a = builder.CreateBehaviour(questTarget, -1); a.AddTrigger(eTriggerType.GiveItem, questTarget, armBone); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 4, eComparator.Equal); a.AddAction(eActionType.SetQuestStep, typeof(BonesToBlades), 5); a.AddAction(eActionType.TakeItem, armBone, null); a.AddAction(eActionType.GiveItem, carvedBoneHilt, null); a.AddAction(eActionType.Talk, message11, questTarget); AddBehaviour(a); a = builder.CreateBehaviour(questTarget, -1); a.AddTrigger(eTriggerType.GiveItem, questTarget, armBone); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 3, eComparator.Equal); a.AddAction(eActionType.SetQuestStep, typeof(BonesToBlades), 4); a.AddAction(eActionType.TakeItem, armBone, null); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 5, eComparator.Equal); a.AddAction(eActionType.Talk, message12, questGiver); a.AddAction(eActionType.SetQuestStep, typeof(BonesToBlades), 6); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.GiveItem, questGiver, carvedBoneHilt); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 6, eComparator.Equal); a.AddAction(eActionType.SetQuestStep, typeof(BonesToBlades), 7); a.AddAction(eActionType.TakeItem, carvedBoneHilt, null); a.AddAction(eActionType.Talk, message13, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "the payment", questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(BonesToBlades), 7, eComparator.Equal); a.AddAction(eActionType.Talk, message14, questGiver); a.AddAction(eActionType.GiveXP, 20, null); a.AddAction(eActionType.GiveGold, 37, null); a.AddAction(eActionType.FinishQuest, typeof(BonesToBlades), null); AddBehaviour(a); #endregion questGiver.AddQuestToGive(typeof(BonesToBlades)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Brother Lawrence", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { brotherLawrence = new GameHealer(); brotherLawrence.Model = 32; brotherLawrence.Name = "Brother Lawrence"; if (log.IsWarnEnabled) { log.Warn("Could not find " + brotherLawrence.Name + ", creating him ..."); } brotherLawrence.GuildName = "Part of " + questTitle + " Quest"; brotherLawrence.Realm = eRealm.Albion; brotherLawrence.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 14, 20); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 98, 44); brotherLawrence.Inventory = template.CloseTemplate(); brotherLawrence.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); brotherLawrence.Size = 54; brotherLawrence.Level = 29; brotherLawrence.X = 560559; brotherLawrence.Y = 511892; brotherLawrence.Z = 2344; brotherLawrence.Heading = 662; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) { brotherLawrence.SaveIntoDatabase(); } brotherLawrence.AddToWorld(); } else { brotherLawrence = npcs[0]; } #endregion #region defineItems // item db check lawrencesEmptyFlask = GameServer.Database.FindObjectByKey <ItemTemplate>("lawrences_empty_flask"); if (lawrencesEmptyFlask == null) { lawrencesEmptyFlask = new ItemTemplate(); lawrencesEmptyFlask.Name = "Lawrence's Empty Flask"; if (log.IsWarnEnabled) { log.Warn("Could not find " + lawrencesEmptyFlask.Name + ", creating it ..."); } lawrencesEmptyFlask.Level = 0; lawrencesEmptyFlask.Weight = 1; lawrencesEmptyFlask.Model = 490; lawrencesEmptyFlask.Object_Type = (int)eObjectType.GenericItem; lawrencesEmptyFlask.Id_nb = "lawrences_empty_flask"; lawrencesEmptyFlask.Price = 0; lawrencesEmptyFlask.IsPickable = false; lawrencesEmptyFlask.IsDropable = false; lawrencesEmptyFlask.Quality = 100; lawrencesEmptyFlask.Condition = 1000; lawrencesEmptyFlask.MaxCondition = 1000; lawrencesEmptyFlask.Durability = 1000; lawrencesEmptyFlask.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(lawrencesEmptyFlask); } // item db check lawrencesFilledFlask = GameServer.Database.FindObjectByKey <ItemTemplate>("lawrences_filled_flask"); if (lawrencesFilledFlask == null) { lawrencesFilledFlask = new ItemTemplate(); lawrencesFilledFlask.Name = "Lawrence's Filled Flask"; if (log.IsWarnEnabled) { log.Warn("Could not find " + lawrencesFilledFlask.Name + ", creating it ..."); } lawrencesFilledFlask.Level = 0; lawrencesFilledFlask.Weight = 1; lawrencesFilledFlask.Model = 490; lawrencesFilledFlask.Object_Type = (int)eObjectType.GenericItem; lawrencesFilledFlask.Id_nb = "lawrences_filled_flask"; lawrencesFilledFlask.Price = 0; lawrencesFilledFlask.IsPickable = false; lawrencesFilledFlask.IsDropable = false; lawrencesFilledFlask.Quality = 100; lawrencesFilledFlask.Condition = 1000; lawrencesFilledFlask.MaxCondition = 1000; lawrencesFilledFlask.Durability = 1000; lawrencesFilledFlask.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(lawrencesFilledFlask); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(brotherLawrence, GameLivingEvent.Interact, new DOLEventHandler(TalkToBrotherLawrence)); GameEventMgr.AddHandler(brotherLawrence, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToBrotherLawrence)); /* Now we bring to Ydenia the possibility to give this quest to players */ brotherLawrence.AddQuestToGive(typeof(LawrencesOil)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Elvar Ironhand", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { elvarIronhand = new GameNPC(); elvarIronhand.Model = 10; elvarIronhand.Name = "Elvar Ironhand"; if (log.IsWarnEnabled) log.Warn("Could not find " + elvarIronhand.Name + ", creating him ..."); elvarIronhand.GuildName = "Part of " + questTitle + " Quest"; elvarIronhand.Realm = eRealm.Albion; elvarIronhand.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.RightHandWeapon, 12); elvarIronhand.Inventory = template.CloseTemplate(); elvarIronhand.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); elvarIronhand.Size = 54; elvarIronhand.Level = 17; elvarIronhand.X = 561351; elvarIronhand.Y = 510292; elvarIronhand.Z = 2400; elvarIronhand.Heading = 3982; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) elvarIronhand.SaveIntoDatabase(); elvarIronhand.AddToWorld(); } else elvarIronhand = npcs[0]; #endregion #region defineItems // item db check wellPreservedBones = GameServer.Database.FindObjectByKey<ItemTemplate>("well_preserved_bone"); if (wellPreservedBones == null) { wellPreservedBones = new ItemTemplate(); wellPreservedBones.Name = "Well-Preserved Bone"; if (log.IsWarnEnabled) log.Warn("Could not find "+wellPreservedBones.Name+", creating it ..."); wellPreservedBones.Level = 0; wellPreservedBones.Weight = 1; wellPreservedBones.Model = 497; wellPreservedBones.Object_Type = (int) eObjectType.GenericItem; wellPreservedBones.Id_nb = "well_preserved_bone"; wellPreservedBones.Price = 0; wellPreservedBones.IsPickable = false; wellPreservedBones.IsDropable = false; wellPreservedBones.Quality = 100; wellPreservedBones.Condition = 1000; wellPreservedBones.MaxCondition = 1000; wellPreservedBones.Durability = 1000; wellPreservedBones.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(wellPreservedBones); } // item db check twoWellPreservedBones = GameServer.Database.FindObjectByKey<ItemTemplate>("two_well_preserved_bones"); if (twoWellPreservedBones == null) { twoWellPreservedBones = new ItemTemplate(); twoWellPreservedBones.Name = "Two Well-Preserved Bones"; if (log.IsWarnEnabled) log.Warn("Could not find "+twoWellPreservedBones.Name+", creating it ..."); twoWellPreservedBones.Level = 0; twoWellPreservedBones.Weight = 1; twoWellPreservedBones.Model = 497; twoWellPreservedBones.Object_Type = (int) eObjectType.GenericItem; twoWellPreservedBones.Id_nb = "two_well_preserved_bones"; twoWellPreservedBones.Price = 0; twoWellPreservedBones.IsPickable = false; twoWellPreservedBones.IsDropable = false; twoWellPreservedBones.Quality = 100; twoWellPreservedBones.Condition = 1000; twoWellPreservedBones.MaxCondition = 1000; twoWellPreservedBones.Durability = 1000; twoWellPreservedBones.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(twoWellPreservedBones); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(elvarIronhand, GameLivingEvent.Interact, new DOLEventHandler(TalkToElvarIronhand)); GameEventMgr.AddHandler(elvarIronhand, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToElvarIronhand)); /* Now we bring to Ydenia the possibility to give this quest to players */ elvarIronhand.AddQuestToGive(typeof (BuildingABetterBow)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>(LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.ScriptLoaded.Text1"), eRealm.Albion); if (npcs.Length == 0) { MasterKless = new GameNPC(); MasterKless.Model = 64; MasterKless.Name = LanguageMgr.GetTranslation(ServerProperties.Properties.DB_LANGUAGE, "Alb.WhenGoodBrowniesGoBad.ScriptLoaded.Text1"); if (log.IsWarnEnabled) { log.Warn("Could not find " + MasterKless.Name + ", creating him ..."); } // k109: My preference, no guildname for quest NPCs. Uncomment if you like that... // MasterKless.GuildName = "Part of " + questTitle + " Quest"; MasterKless.Realm = eRealm.Albion; MasterKless.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 1005); // Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 96); // Slot 26 template.AddNPCEquipment(eInventorySlot.TwoHandWeapon, 1166); // Slot 12 MasterKless.Inventory = template.CloseTemplate(); MasterKless.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); MasterKless.Size = 51; MasterKless.Level = 50; MasterKless.X = 559370; MasterKless.Y = 513587; MasterKless.Z = 2428; MasterKless.Heading = 2685; if (SAVE_INTO_DATABASE) { MasterKless.SaveIntoDatabase(); } MasterKless.AddToWorld(); } else { MasterKless = npcs[0]; } GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(MasterKless, GameLivingEvent.Interact, new DOLEventHandler(TalkToMasterKless)); GameEventMgr.AddHandler(MasterKless, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToMasterKless)); MasterKless.AddQuestToGive(typeof(WhenGoodBrowniesGoBad)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) return; if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initializing ..."); /* First thing we do in here is to search for the NPCs inside * the world who comes from the certain Realm. If we find a the players, * this means we don't have to create a new one. * * NOTE: You can do anything you want in this method, you don't have * to search for NPC's ... you could create a custom item, place it * on the ground and if a player picks it up, he will get the quest! * Just examples, do anything you like and feel comfortable with :) */ #region defineNPCS GameNPC[] npcs = WorldMgr.GetNPCsByName("Hugh Gallen", eRealm.Albion); /* Whops, if the npcs array length is 0 then no npc exists in * this users Mob Database, so we simply create one ;-) * else we take the existing one. And if more than one exist, we take * the first ... */ if (npcs.Length == 0) { hughGallen = new GameNPC(); hughGallen.Model = 40; hughGallen.Name = "Hugh Gallen"; if (log.IsWarnEnabled) log.Warn("Could not find " + hughGallen.Name + ", creating him ..."); hughGallen.GuildName = "Part of " + questTitle + " Quest"; hughGallen.Realm = eRealm.Albion; hughGallen.CurrentRegionID = 1; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 39); template.AddNPCEquipment(eInventorySlot.FeetArmor, 40); template.AddNPCEquipment(eInventorySlot.TorsoArmor, 36); template.AddNPCEquipment(eInventorySlot.LegsArmor, 37); template.AddNPCEquipment(eInventorySlot.ArmsArmor, 38); hughGallen.Inventory = template.CloseTemplate(); hughGallen.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); hughGallen.Size = 49; hughGallen.Level = 38; hughGallen.X = 574640; hughGallen.Y = 531109; hughGallen.Z = 2896; hughGallen.Heading = 2275; //You don't have to store the created mob in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database if (SAVE_INTO_DATABASE) hughGallen.SaveIntoDatabase(); hughGallen.AddToWorld(); } else hughGallen = npcs[0]; #endregion #region defineItems // item db check beltOfAnimation = GameServer.Database.FindObjectByKey<ItemTemplate>("belt_of_animation"); if (beltOfAnimation == null) { beltOfAnimation = new ItemTemplate(); beltOfAnimation.Name = "Belt of Animation"; if (log.IsWarnEnabled) log.Warn("Could not find "+beltOfAnimation.Name+", creating it ..."); beltOfAnimation.Level = 5; beltOfAnimation.Weight = 3; beltOfAnimation.Model = 597; beltOfAnimation.Object_Type = (int) eObjectType.Magical; beltOfAnimation.Item_Type = (int) eEquipmentItems.WAIST; beltOfAnimation.Id_nb = "belt_of_animation"; beltOfAnimation.Price = 0; beltOfAnimation.IsPickable = true; beltOfAnimation.IsDropable = false; // can't be sold to merchand beltOfAnimation.Bonus1 = 6; beltOfAnimation.Bonus1Type = (int)eProperty.MaxHealth; beltOfAnimation.Quality = 100; beltOfAnimation.Condition = 1000; beltOfAnimation.MaxCondition = 1000; beltOfAnimation.Durability = 1000; beltOfAnimation.MaxDurability = 1000; //You don't have to store the created item in the db if you don't want, //it will be recreated each time it is not found, just comment the following //line if you rather not modify your database GameServer.Database.AddObject(beltOfAnimation); } #endregion /* Now we add some hooks to the npc we found. * Actually, we want to know when a player interacts with him. * So, we hook the right-click (interact) and the whisper method * of npc and set the callback method to the "TalkToXXX" * method. This means, the "TalkToXXX" method is called whenever * a player right clicks on him or when he whispers to him. */ GameEventMgr.AddHandler(GamePlayerEvent.AcceptQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(GamePlayerEvent.DeclineQuest, new DOLEventHandler(SubscribeQuest)); GameEventMgr.AddHandler(hughGallen, GameLivingEvent.Interact, new DOLEventHandler(TalkToHughGallen)); GameEventMgr.AddHandler(hughGallen, GameLivingEvent.WhisperReceive, new DOLEventHandler(TalkToHughGallen)); /* Now we bring to Yetta Fletcher the possibility to give this quest to players */ hughGallen.AddQuestToGive(typeof (ClericMulgrut)); if (log.IsInfoEnabled) log.Info("Quest \"" + questTitle + "\" initialized"); }
public static void ScriptLoaded(DOLEvent e, object sender, EventArgs args) { if (!ServerProperties.Properties.LOAD_QUESTS) { return; } if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initializing ..."); } GameNPC[] npcs = WorldMgr.GetObjectsByName <GameNPC>(questGiverName, eRealm.Albion); if (npcs.Length == 0) { questGiver = new GameNPC(); questGiver.Model = 1960; questGiver.Name = questGiverName; if (log.IsWarnEnabled) { log.Warn("Could not find " + questGiver.Name + ", creating him ..."); } questGiver.Realm = eRealm.Albion; questGiver.CurrentRegionID = 27; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 691, 0); // Slot 22 template.AddNPCEquipment(eInventorySlot.FeetArmor, 692, 0); // Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 688, 0); // Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 676, 0); // Slot 26 template.AddNPCEquipment(eInventorySlot.LegsArmor, 689, 0); // Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 690, 0); // Slot 28 questGiver.Inventory = template.CloseTemplate(); questGiver.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); questGiver.Size = 55; questGiver.Level = 70; questGiver.X = 95510; questGiver.Y = 101313; questGiver.Z = 5340; questGiver.Heading = 3060; if (SAVE_INTO_DATABASE) { questGiver.SaveIntoDatabase(); } questGiver.AddToWorld(); } else { questGiver = npcs[0]; } npcs = WorldMgr.GetObjectsByName <GameNPC>(questTargetName, eRealm.Albion); if (npcs.Length == 0) { questTarget = new GameNPC(); questTarget.Model = 73; questTarget.Name = questTargetName; if (log.IsWarnEnabled) { log.Warn("Could not find " + questTarget.Name + ", creating him ..."); } questTarget.Realm = eRealm.Albion; questTarget.CurrentRegionID = 27; GameNpcInventoryTemplate template = new GameNpcInventoryTemplate(); template.AddNPCEquipment(eInventorySlot.HandsArmor, 665, 0); // Slot 22 template.AddNPCEquipment(eInventorySlot.FeetArmor, 666, 0); // Slot 23 template.AddNPCEquipment(eInventorySlot.TorsoArmor, 662, 0); // Slot 25 template.AddNPCEquipment(eInventorySlot.Cloak, 676, 0); // Slot 26 template.AddNPCEquipment(eInventorySlot.LegsArmor, 663, 0); // Slot 27 template.AddNPCEquipment(eInventorySlot.ArmsArmor, 664, 0); // Slot 28 questTarget.Inventory = template.CloseTemplate(); questTarget.SwitchWeapon(GameLiving.eActiveWeaponSlot.Standard); questTarget.Size = 50; questTarget.Level = 38; questTarget.X = 94789; questTarget.Y = 101439; questTarget.Z = 5248; questTarget.Heading = 2878; if (SAVE_INTO_DATABASE) { questTarget.SaveIntoDatabase(); } questTarget.AddToWorld(); } else { questTarget = npcs[0]; } targetArea = WorldMgr.GetRegion(targetLocation.RegionID).AddArea(new Area.Circle(string.Empty, targetLocation.X, targetLocation.Y, targetLocation.Z, 200)); QuestBuilder builder = QuestMgr.GetBuilder(typeof(MovementAndInteraction)); QuestBehaviour a = null; string message1 = "Welcome to " + zoneName + ", <Class>. Here you will learn the basic skills needed to defend yourself as you explore our realm and grow in power and wisdom. Now, without further delay, let's get you started on your [training]."; string message2 = "If you exit through the doors behind me, you will enter the courtyard. In the courtyard, you will find Master Gethin, who will be your training instructor. Go now and speak to Master Gethin."; a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestPending, typeof(MovementAndInteraction), null, (eComparator)5); a.AddAction(eActionType.GiveQuest, typeof(MovementAndInteraction), questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 1, (eComparator)3); a.AddAction(eActionType.Talk, message1, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Whisper, "training", questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 1, (eComparator)3); a.AddAction(eActionType.IncQuestStep, typeof(MovementAndInteraction), null); a.AddAction(eActionType.Talk, message2, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.Interact, null, questGiver); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 2, (eComparator)3); a.AddAction(eActionType.Talk, message2, questGiver); AddBehaviour(a); a = builder.CreateBehaviour(questGiver, -1); a.AddTrigger(eTriggerType.EnterArea, null, targetArea); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 2, (eComparator)3); a.AddAction(eActionType.IncQuestStep, typeof(MovementAndInteraction), null); AddBehaviour(a); a = builder.CreateBehaviour(questTarget, -1); a.AddTrigger(eTriggerType.Interact, null, questTarget); a.AddRequirement(eRequirementType.QuestStep, typeof(MovementAndInteraction), 3, (eComparator)3); a.AddAction(eActionType.FinishQuest, typeof(MovementAndInteraction), null); AddBehaviour(a); questGiver.AddQuestToGive(typeof(MovementAndInteraction)); if (log.IsInfoEnabled) { log.Info("Quest \"" + questTitle + "\" initialized"); } }