protected override void OnTick() { if (m_Item.Deleted) { return; } Mobile spawn; switch (Utility.Random(13)) { default: case 0: spawn = new Skeleton(); break; case 1: spawn = new Zombie(); break; case 2: spawn = new Wraith(); break; case 3: spawn = new Spectre(); break; case 4: spawn = new Ghoul(); break; case 5: spawn = new Mummy(); break; case 6: spawn = new Bogle(); break; case 7: spawn = new RottingCorpse(); break; case 8: spawn = new BoneKnight(); break; case 9: spawn = new SkeletalKnight(); break; case 10: spawn = new Lich(); break; case 11: spawn = new LichLord(); break; case 12: spawn = new SkeletalMage(); break; } spawn.MoveToWorld(m_Item.Location, m_Item.Map); m_Item.Delete(); }
public void OnMouseDown() { if (Input.GetKey("mouse 0")) { GameObject[] mummies = GameObject.FindGameObjectsWithTag("Mummy"); foreach (GameObject mummy in mummies) { Mummy m = mummy.GetComponent <Mummy>(); if (m.isSelected) { Action(m); if (m.marker) { StartCoroutine("WaitAndMove", m.marker); } } } } }
public static void Main() { Hunter VonRimmersmark = new Hunter("Erich", "Von Rimmersmark"); Demon demon = new Demon(); // D is the type d is the object VonRimmersmark.Ignite(demon); VonRimmersmark.SplashWater(demon); VonRimmersmark.WieldSilver(demon); Ghast ghast = new Ghast(); // G is the type g is the object VonRimmersmark.Ignite(ghast); VonRimmersmark.SplashWater(ghast); Ghoul ghoul = new Ghoul(); // G is the type g is the object VonRimmersmark.SplashWater(ghoul); VonRimmersmark.WieldSilver(ghoul); Mummy mummy = new Mummy(); // M is the type m is the object VonRimmersmark.Ignite(mummy); Vampire vampire = new Vampire(); // V is the type v is the object VonRimmersmark.Ignite(vampire); VonRimmersmark.WieldSilver(vampire); Wight wight = new Wight(); // W is the type w is the object VonRimmersmark.WieldSilver(wight); Zombie zombie = new Zombie(); // Z is the type z is the object VonRimmersmark.Ignite(zombie); }
protected override void OnTick() { if (m_Item.Deleted) { return; } Mobile spawn; switch (Utility.Random(8)) { default: case 0: spawn = new PatchworkSkeleton(); break; case 1: spawn = new Zombie(); break; case 2: spawn = new Wraith(); break; case 3: spawn = new SkeletalMage(); break; case 4: spawn = new Mummy(); break; case 5: spawn = new BoneKnight(); break; case 6: spawn = new SkeletalKnight(); break; case 7: spawn = new Lich(); break; } spawn.MoveToWorld(m_Item.Location, m_Item.Map); //Effects.PlaySound( p, map, 0x1FB ); //Effects.SendLocationParticles( EffectItem.Create( p, map, EffectItem.DefaultDuration ), 0x3789, 1, 40, 0x3F, 3, 9907, 0 ); m_Item.Delete(); }
public virtual void Action(Mummy m) { }
private Monster GetMonster(int x, Vector2 loc) { Monster m; switch (x) { case 0: m = new DustSpirit(loc); break; case 1: m = new Grub(loc); break; case 2: m = new Skeleton(loc); break; case 3: m = new RockCrab(loc); break; case 4: m = new Ghost(loc); break; case 5: m = new GreenSlime(loc); break; case 6: m = new RockGolem(loc); break; case 7: m = new ShadowBrute(loc); break; case 8: int y = rand.Next(1, 6); //m = new Monster(); if (y == 1) { m = new RockCrab(loc, "Iridium Crab"); } else if (y == 2) { m = new Ghost(loc, "Carbon Ghost"); } else if (y == 3) { m = new LavaCrab(loc); } //else if (y == 4) //m = new Bat(loc, Math.Max(Game1.player.CombatLevel * 5, 50)); else if (y == 4) { m = new GreenSlime(loc, Math.Max(Game1.player.CombatLevel * 5, 50)); } else if (y == 5) { m = new BigSlime(loc, Math.Max(Game1.player.CombatLevel * 5, 50)); } else { m = new Mummy(loc); } break; default: m = new Monster(); break; } return(m); }
/********* ** Private methods *********/ private void SpawnEntity(string command, string[] args) { //We need a world to spawn monsters in, duh if (Context.IsWorldReady) { // Determine if we have arguments if (args.Length > 0) { //Set defaults NPC entity = null; int xTile = Game1.player.getTileX(); int yTile = Game1.player.getTileY(); int amount = 1; //Ensure provided coordinatees are actually coordinates try { //Determine X tile if (args.Length >= 2) { if (!args[1].Equals("~")) { xTile = int.Parse(args[1]); } } //Determine Y tile if (args.Length >= 3) { if (!args[1].Equals("~")) { yTile = int.Parse(args[2]); } } } catch (Exception) { Monitor.Log("Arguments 1 and 2 must be coordinates or '~' to use the Farmer's coordinates! Make sure you don't add any brackets!"); return; } try { if (args.Length >= 4) { amount = int.Parse(args[3]); if (amount < 1) { throw new Exception(); } } } catch (Exception) { Monitor.Log("Argument 3 must be an amount larger than 0!"); return; } Vector2 pos = new Vector2(xTile, yTile); for (int i = 0; i < amount; i++) { // Determine the monster to spawn switch (args[0]) { case "greenSlime": entity = new GreenSlime(pos, 0); break; case "blueSlime": entity = new GreenSlime(pos, 40); break; case "redSlime": entity = new GreenSlime(pos, 80); break; case "purpleSlime": entity = new GreenSlime(pos, 121); break; case "yellowSlime": entity = new GreenSlime(pos, new Color(255, 255, 50)); break; case "blackSlime": Random r = new Random(); entity = new GreenSlime(pos, new Color(40 + r.Next(10), 40 + r.Next(10), 40 + r.Next(10))); break; case "bat": entity = new Bat(pos); break; //minelevel: 0 - 40 - 80 - 171 -> type case "frostBat": entity = new Bat(pos, 40); break; case "lavaBat": entity = new Bat(pos, 80); break; case "iridiumBat": entity = new Bat(pos, 171); break; case "bug": entity = new Bug(pos, 0); break; //available areatypes: 121 -> armored case "armoredBug": entity = new Bug(pos, 121); break; case "fly": entity = new Fly(pos); break; //hard -> mutant case "mutantFly": entity = new Fly(pos, true); break; case "ghost": entity = new Ghost(pos); break; //name -> carbon ghost case "carbonGhost": entity = new Ghost(pos, "Carbon Ghost"); break; case "grub": entity = new Grub(pos); break; //hard -> mutant case "mutantGrub": entity = new Grub(pos, true); break; case "rockCrab": entity = new RockCrab(pos); break; //name -> iridium crab case "lavaCrab": entity = new LavaCrab(pos); break; case "iridiumCrab": entity = new RockCrab(pos, "Iridium Crab"); break; case "metalHead": entity = new MetalHead(pos, 80); break; //mineareas: 0, 40, 80 - seems to only spawn at 80+ case "rockGolem": entity = new RockGolem(pos); break; //mineareas: 0, 40, 80 - changes health and damage; difficultymod: case "wildernessGolem": entity = new RockGolem(pos, 5); break; case "mummy": entity = new Mummy(pos); break; case "serpent": entity = new Serpent(pos); break; case "shadowBrute": entity = new ShadowBrute(pos); break; case "shadowShaman": entity = new ShadowShaman(pos); break; case "skeleton": entity = new Skeleton(pos); break; case "squidKid": entity = new SquidKid(pos); break; case "duggy": entity = new Duggy(pos); break; case "dustSpirit": entity = new DustSpirit(pos); break; } if (entity != null) { entity.currentLocation = Game1.currentLocation; entity.setTileLocation(new Vector2(xTile, yTile)); Game1.currentLocation.addCharacter(entity); } else { Monitor.Log($"{args[0]} not found! Type monster_list to view a list of available monsters to spawn!"); return; } } Monitor.Log($"{amount} {entity.Name} added at {entity.currentLocation.Name} {entity.getTileX()},{entity.getTileY()}", LogLevel.Info); } else { Monitor.Log("Usage: monster_spawn <name> [posX] [posY] [amount]\n\nUses Farmer's coordinates if none or '~' was given."); } } else { Monitor.Log("Load a save first!"); } }
public override void Action(Mummy m) { m.AddTask(transform.position, Task.action.FURNACE, this); }
protected override void OnTick() { Item gem = Loot.RandomGem(); Item reg = Loot.RandomPossibleReagent(); Item equip; equip = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); if (m_Item != null) { m_Item.IsDigging = false; } if (equip is BaseWeapon) { BaseWeapon weapon = (BaseWeapon)equip; int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max); BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max); } else if (equip is BaseArmor) { BaseArmor armor = (BaseArmor)equip; int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max); BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max); } else if (equip is BaseJewel) { int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max); BaseRunicTool.ApplyAttributesTo((BaseJewel)equip, attributeCount, min, max); } if (Utility.Random(100) < 45) { switch (Utility.Random(16)) { case 0: Skeleton skel = new Skeleton(); skel.Location = m_From.Location; skel.Map = m_From.Map; skel.Combatant = m_From; if (Utility.Random(100) < 50) { skel.IsParagon = true; } World.AddMobile(skel); break; case 1: Ghoul ghoul = new Ghoul(); ghoul.Location = m_From.Location; ghoul.Map = m_From.Map; ghoul.Combatant = m_From; if (Utility.Random(100) < 50) { ghoul.IsParagon = true; } World.AddMobile(ghoul); break; case 2: Wraith wraith = new Wraith(); wraith.Location = m_From.Location; wraith.Map = m_From.Map; wraith.Combatant = m_From; if (Utility.Random(100) < 50) { wraith.IsParagon = true; } World.AddMobile(wraith); break; case 3: Lich lich = new Lich(); lich.Location = m_From.Location; lich.Map = m_From.Map; lich.Combatant = m_From; if (Utility.Random(100) < 50) { lich.IsParagon = true; } World.AddMobile(lich); break; case 4: LichLord lichl = new LichLord(); lichl.Location = m_From.Location; lichl.Map = m_From.Map; lichl.Combatant = m_From; if (Utility.Random(100) < 50) { lichl.IsParagon = true; } World.AddMobile(lichl); break; case 5: AncientLich alich = new AncientLich(); alich.Location = m_From.Location; alich.Map = m_From.Map; alich.Combatant = m_From; if (Utility.Random(100) < 50) { alich.IsParagon = true; } World.AddMobile(alich); break; case 6: Mummy mum = new Mummy(); mum.Location = m_From.Location; mum.Map = m_From.Map; mum.Combatant = m_From; if (Utility.Random(100) < 50) { mum.IsParagon = true; } World.AddMobile(mum); break; case 7: Zombie zom = new Zombie(); zom.Location = m_From.Location; zom.Map = m_From.Map; zom.Combatant = m_From; if (Utility.Random(100) < 50) { zom.IsParagon = true; } World.AddMobile(zom); break; case 8: SkeletalKnight sk = new SkeletalKnight(); sk.Location = m_From.Location; sk.Map = m_From.Map; sk.Combatant = m_From; if (Utility.Random(100) < 50) { sk.IsParagon = true; } World.AddMobile(sk); break; case 9: SkeletalMage sm = new SkeletalMage(); sm.Location = m_From.Location; sm.Map = m_From.Map; sm.Combatant = m_From; if (Utility.Random(100) < 50) { sm.IsParagon = true; } World.AddMobile(sm); break; case 10: BoneKnight bk = new BoneKnight(); bk.Location = m_From.Location; bk.Map = m_From.Map; bk.Combatant = m_From; if (Utility.Random(100) < 50) { bk.IsParagon = true; } World.AddMobile(bk); break; case 11: BoneMagi bm = new BoneMagi(); bm.Location = m_From.Location; bm.Map = m_From.Map; bm.Combatant = m_From; if (Utility.Random(100) < 50) { bm.IsParagon = true; } World.AddMobile(bm); break; case 12: Spectre spec = new Spectre(); spec.Location = m_From.Location; spec.Map = m_From.Map; spec.Combatant = m_From; if (Utility.Random(100) < 50) { spec.IsParagon = true; } World.AddMobile(spec); break; case 13: Shade shade = new Shade(); shade.Location = m_From.Location; shade.Map = m_From.Map; shade.Combatant = m_From; if (Utility.Random(100) < 50) { shade.IsParagon = true; } World.AddMobile(shade); break; case 14: Bogle bog = new Bogle(); bog.Location = m_From.Location; bog.Map = m_From.Map; bog.Combatant = m_From; if (Utility.Random(100) < 50) { bog.IsParagon = true; } World.AddMobile(bog); break; case 15: FrostDragon fDragon = new FrostDragon(); fDragon.PackGold(50000); fDragon.Location = m_From.Location; fDragon.Map = m_From.Map; fDragon.Combatant = m_From; if (Utility.Random(100) < 20) { fDragon.IsParagon = true; fDragon.PackItem(new SoulweaponBox()); } break; } m_From.SendMessage(6, "你驚醒了沉睡中的亡靈."); } else if (m_From.Skills[SkillName.Mining].Base < 15.0) { if (Utility.Random(100) < 55) { m_From.SendMessage("你什麽都沒有挖掘到."); } else { switch (Utility.Random(3)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("你挖到了寶石."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("你挖到了藥材."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("你挖到了一些裝備."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 35.0) { if (Utility.Random(100) < 45) { m_From.SendMessage("你什麽都沒有挖掘到."); } else { gem.Amount = Utility.RandomMinMax(2, 4); reg.Amount = Utility.RandomMinMax(2, 4); switch (Utility.Random(5)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("你挖到了一些寶石."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("你挖到了一些藥材."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("你挖到了一些裝備."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 20, SpellbookType.Regular)); m_From.SendMessage("你挖到了一些卷軸."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 5, SpellbookType.Necromancer)); m_From.SendMessage("你挖到了一些卷軸."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 50.0) { if (Utility.Random(100) < 35) { m_From.SendMessage("你什麽都沒有挖掘到."); } else { gem.Amount = Utility.RandomMinMax(2, 10); reg.Amount = Utility.RandomMinMax(2, 10); switch (Utility.Random(6)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("你挖到了一些寶石."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("你挖到了一些藥材."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("你挖到了一些裝備."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 40, SpellbookType.Regular)); m_From.SendMessage("你挖到了一些卷軸."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 10, SpellbookType.Necromancer)); m_From.SendMessage("你挖到了一些卷軸."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("你挖到了一些骨頭."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 75.0) { if (Utility.Random(100) < 25) { m_From.SendMessage("你什麽都沒有挖掘到."); } else { gem.Amount = Utility.RandomMinMax(2, 20); reg.Amount = Utility.RandomMinMax(2, 20); switch (Utility.Random(7)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("你挖到了一些寶石."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("你挖到了一些藥材."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("你挖到了一些裝備."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 50, SpellbookType.Regular)); m_From.SendMessage("你挖到了一些卷軸."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 13, SpellbookType.Necromancer)); m_From.SendMessage("你挖到了一些卷軸."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("你挖到了一些骨頭."); break; case 6: m_From.AddToBackpack(new BonePile()); m_From.SendMessage("你挖到了一些骨頭."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 90.0) { if (Utility.Random(100) < 15) { m_From.SendMessage("你什麽都沒有挖掘到."); } else { gem.Amount = Utility.RandomMinMax(2, 30); reg.Amount = Utility.RandomMinMax(2, 30); switch (Utility.Random(8)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("你挖到了一些寶石."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("你挖到了一些藥材."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("你挖到了一些裝備."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 63, SpellbookType.Regular)); m_From.SendMessage("你挖到了一些卷軸."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 15, SpellbookType.Necromancer)); m_From.SendMessage("你挖到了一些卷軸."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("你挖到了一些骨頭."); break; case 6: m_From.AddToBackpack(new BonePile()); m_From.SendMessage("你挖到了一些骨頭."); break; case 7: m_From.AddToBackpack(new GraveItem()); m_From.SendMessage("你挖到了一些前人留下的寶藏."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 150.0) { if (Utility.Random(10) < 1)//概率 zp { Item i; switch (Utility.Random(13)) { case 0: { i = new ArmoredNinjaBelt(); break; } case 1: { i = new ButchersResolve(); break; } case 2: { i = new FollowerOfTheOldLord(); break; } case 3: { i = new SkirtOfTheAmazon(); break; } case 4: { i = new HolyHammerOfExorcism(); break; } case 5: { i = new ArmoredCloak(); break; } case 6: { i = new SoulweaponBox(); break; } default: case 7: case 8: case 9: case 10: case 11: case 12: { i = new AutoResPotion(); break; } } m_From.SendMessage(25, "你挖到了一些很有價值的東西."); m_From.PlaySound(0x41e); m_From.AddToBackpack(i); m_From.SendGump(new totGump(i)); } else { gem.Amount = Utility.RandomMinMax(2, 40); reg.Amount = Utility.RandomMinMax(2, 40); switch (Utility.Random(8)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("你挖到了一些寶石."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("你挖到了一些藥材."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("你挖到了一些裝備."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 63, SpellbookType.Regular)); m_From.SendMessage("你挖到了一些卷軸."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 15, SpellbookType.Necromancer)); m_From.SendMessage("你挖到了一些卷軸."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("你挖到了一些骨頭."); break; case 6: m_From.AddToBackpack(new BonePile()); m_From.SendMessage("你挖到了一些骨頭."); break; case 7: m_From.AddToBackpack(new GraveItem()); m_From.SendMessage("你挖到了一些前人留下的寶藏."); break; } } } else { m_From.SendMessage("你什麽都沒有挖掘到."); } Stop(); }
public override void Action(Mummy m) { Debug.Log("GO TO THE DEAD"); m.AddTask(transform.position, Task.action.WAKE_THE_DEAD, this); }
public override void OnHarvestFinished(Mobile from, Item tool, HarvestDefinition def, HarvestVein vein, HarvestBank bank, HarvestResource resource, object harvested) { Map map = from.Map; Point3D loc = from.Location; HarvestResource res = vein.PrimaryResource; if (res == resource) { try { if (from.Karma > -2459) { Titles.AwardKarma(from, -50, true); } if (Utility.RandomMinMax(1, 100) < 3) // CHECK TO SEE IF THEY WERE WITNESSED DIGGING UP A GRAVE 2% { int caught = 1; if (from.Skills[SkillName.Hiding].Value >= 30) { from.SendMessage("Someone passed by, but your stealthiness has avoided you from being seen."); if (from.CheckSkill(SkillName.Stealth, 0, 100)) { caught = 0; } } if (caught > 0) { from.PrivateOverheadMessage(MessageType.Regular, 1150, false, "Someone has spotted you in the distance!", from.NetState); from.SendMessage("You have been reported as a criminal!"); from.Criminal = true; Server.Items.DisguiseTimers.RemoveDisguise(from); } } map = from.Map; if (map == null) { return; } BaseCreature spawned = new Zombie(); switch (Utility.Random(19)) { case 0: spawned = new Zombie(); break; case 1: spawned = new Skeleton(); break; case 2: spawned = new Ghoul(); break; case 3: spawned = new Shade(); break; case 4: spawned = new Spectre(); break; case 5: spawned = new Wraith(); break; case 6: spawned = new BoneKnight(); break; case 7: spawned = new BoneMagi(); break; case 8: spawned = new Ghostly(); break; case 9: spawned = new Lich(); break; case 10: spawned = new LichLord(); break; case 11: spawned = new Mummy(); break; case 12: spawned = new RottingCorpse(); break; case 13: spawned = new Shade(); break; case 14: spawned = new SkeletalKnight(); break; case 15: spawned = new SkeletalWizard(); break; case 16: spawned = new SkeletalMage(); break; case 17: spawned = new Phantom(); break; case 18: spawned = new Vampire(); break; } int nSpiritSpeak = (int)(from.Skills[SkillName.SpiritSpeak].Value / 10); string sSaying = ""; switch (Utility.Random(9)) { case 0: sSaying = "Who has disturbed me!"; break; case 1: sSaying = "You dare steal from my grave?"; break; case 2: sSaying = "Those that take from me will join me!"; break; case 3: sSaying = "Your soul is now mine for the taking!"; break; case 4: sSaying = "Who dares waken me?"; break; case 5: sSaying = "Your life will be extinguished!"; break; case 6: sSaying = "Do you have no respect for the dead?"; break; case 7: sSaying = "I have been waiting to feast off the living!"; break; case 8: sSaying = "Soon you will join my legion of the dead!"; break; } if ((spawned != null) && (Utility.Random(100) > (nSpiritSpeak + 85))) // 10% chance you will get a grave raiser { from.CheckSkill(SkillName.SpiritSpeak, 0, 100); int offset = Utility.Random(8) * 2; for (int i = 0; i < m_Offsets.Length; i += 2) { int x = from.X + m_Offsets[(offset + i) % m_Offsets.Length]; int y = from.Y + m_Offsets[(offset + i + 1) % m_Offsets.Length]; if (map.CanSpawnMobile(x, y, from.Z)) { spawned.OnBeforeSpawn(new Point3D(x, y, from.Z), map); spawned.Home = new Point3D(x, y, from.Z); spawned.RangeHome = 5; spawned.Title += " [Awakened]"; spawned.MoveToWorld(new Point3D(x, y, from.Z), map); spawned.Say(sSaying); spawned.ControlSlots = 666; spawned.Combatant = from; return; } else { int z = map.GetAverageZ(x, y); if (map.CanSpawnMobile(x, y, z)) { spawned.OnBeforeSpawn(new Point3D(x, y, z), map); spawned.Home = new Point3D(x, y, z); spawned.RangeHome = 5; spawned.Title += " [Awakened]"; spawned.MoveToWorld(new Point3D(x, y, z), map); spawned.Say(sSaying); spawned.ControlSlots = 666; spawned.Combatant = from; return; } } } spawned.OnBeforeSpawn(from.Location, from.Map); spawned.Home = from.Location; spawned.RangeHome = 5; spawned.Title += " [Awakened]"; spawned.MoveToWorld(from.Location, from.Map); spawned.Say(sSaying); spawned.ControlSlots = 666; spawned.Combatant = from; } int digger = (int)(from.Skills[SkillName.Forensics].Value / 10); if ((2 + digger) > Utility.Random(100)) // chance to dig up a box { if (from.CheckSkill(SkillName.Forensics, 0, 125)) { Item chest = new GraveChest(6, from); switch (Utility.Random(10 + digger)) { case 0: chest = new GraveChest(1, from); break; case 1: chest = new GraveChest(1, from); break; case 2: chest = new GraveChest(1, from); break; case 3: chest = new GraveChest(1, from); break; case 4: chest = new GraveChest(1, from); break; case 5: chest = new GraveChest(1, from); break; case 6: chest = new GraveChest(2, from); break; case 7: chest = new GraveChest(2, from); break; case 8: chest = new GraveChest(2, from); break; case 9: chest = new GraveChest(2, from); break; case 10: chest = new GraveChest(2, from); break; case 11: chest = new GraveChest(3, from); break; case 12: chest = new GraveChest(3, from); break; case 13: chest = new GraveChest(3, from); break; case 14: chest = new GraveChest(3, from); break; case 15: chest = new GraveChest(4, from); break; case 16: chest = new GraveChest(4, from); break; case 17: chest = new GraveChest(4, from); break; case 18: chest = new GraveChest(5, from); break; case 19: chest = new GraveChest(5, from); break; } if (chest != null) { chest.MoveToWorld(loc, map); from.SendMessage("you dig up a graveyard chest."); } } } } catch { } } }
/* * This function adds a task to the mummy. * The function is called automaticly. * input: * Mummy m - the mummy that perform the action. */ public override void Action(Mummy m) { m.AddTask(transform.position, Task.action.WAKE_THE_DEAD, this); }
public static void OpenCoffin(Mobile from, int item, int level) { if (Utility.RandomMinMax(1, 10) == 1) // 10% CHANCE FOR RAISING DEAD IN COFFINS { if (item == 0x2800 || item == 0x2801 || item == 0x27E9 || item == 0x27EA || item == 0x27E0 || item == 0x280A || item == 0x2802 || item == 0x2803) { int seance = (int)(from.Skills[SkillName.SpiritSpeak].Value); if (!Server.Misc.GetPlayerInfo.LuckyPlayer(from.Luck) && Utility.RandomMinMax(1, 100) > seance) { if (level > 6) { level = 6; } level = level * 3; from.RevealingAction(); BaseCreature spawned = new Zombie(); switch (Utility.Random(level)) { case 0: spawned = new Skeleton(); break; case 1: spawned = new Zombie(); break; case 2: spawned = new Ghoul(); break; case 3: spawned = new Shade(); break; case 4: spawned = new Spectre(); break; case 5: spawned = new Wraith(); break; case 6: spawned = new Phantom(); break; case 7: spawned = new SkeletalWizard(); break; case 8: spawned = new BoneKnight(); break; case 9: spawned = new BoneMagi(); break; case 10: spawned = new SkeletalKnight(); break; case 11: spawned = new SkeletalMage(); break; case 12: spawned = new Mummy(); break; case 13: spawned = new Vampire(); break; case 14: spawned = new Ghostly(); break; case 15: spawned = new Lich(); break; case 16: spawned = new LichLord(); break; case 17: spawned = new RottingCorpse(); break; } string sSaying = ""; switch (Utility.Random(9)) { case 0: sSaying = "Who has disturbed me!"; break; case 1: sSaying = "You dare steal from my grave?"; break; case 2: sSaying = "Those that take from me will join me!"; break; case 3: sSaying = "Your soul is now mine for the taking!"; break; case 4: sSaying = "Who dares waken me?"; break; case 5: sSaying = "Your life will be extinguished!"; break; case 6: sSaying = "Do you have no respect for the dead?"; break; case 7: sSaying = "I have been waiting to feast off the living!"; break; case 8: sSaying = "Soon you will join my legion of the dead!"; break; } spawned.OnBeforeSpawn(from.Location, from.Map); spawned.Home = from.Location; spawned.RangeHome = 5; spawned.Title += " [Awakened]"; spawned.MoveToWorld(from.Location, from.Map); spawned.Say(sSaying); spawned.ControlSlots = 666; spawned.Combatant = from; } } } }
protected override void OnTick() { Item gem = Loot.RandomGem(); Item reg = Loot.RandomPossibleReagent(); Item equip; equip = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); if (m_Item != null) { m_Item.IsDigging = false; } if (equip is BaseWeapon) { BaseWeapon weapon = (BaseWeapon)equip; int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max); BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max); } else if (equip is BaseArmor) { BaseArmor armor = (BaseArmor)equip; int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max); BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max); } else if (equip is BaseJewel) { int attributeCount; int min, max; GetRandomAOSStats(out attributeCount, out min, out max); BaseRunicTool.ApplyAttributesTo((BaseJewel)equip, attributeCount, min, max); } if (Utility.Random(100) < 85) { switch (Utility.Random(15)) { case 0: Skeleton skel = new Skeleton(); skel.Location = m_From.Location; skel.Map = m_From.Map; skel.Combatant = m_From; World.AddMobile(skel); break; case 1: Ghoul ghoul = new Ghoul(); ghoul.Location = m_From.Location; ghoul.Map = m_From.Map; ghoul.Combatant = m_From; World.AddMobile(ghoul); break; case 2: Wraith wraith = new Wraith(); wraith.Location = m_From.Location; wraith.Map = m_From.Map; wraith.Combatant = m_From; World.AddMobile(wraith); break; case 3: Lich lich = new Lich(); lich.Location = m_From.Location; lich.Map = m_From.Map; lich.Combatant = m_From; World.AddMobile(lich); break; case 4: LichLord lichl = new LichLord(); lichl.Location = m_From.Location; lichl.Map = m_From.Map; lichl.Combatant = m_From; World.AddMobile(lichl); break; case 5: AncientLich alich = new AncientLich(); alich.Location = m_From.Location; alich.Map = m_From.Map; alich.Combatant = m_From; World.AddMobile(alich); break; case 6: Mummy mum = new Mummy(); mum.Location = m_From.Location; mum.Map = m_From.Map; mum.Combatant = m_From; World.AddMobile(mum); break; case 7: Zombie zom = new Zombie(); zom.Location = m_From.Location; zom.Map = m_From.Map; zom.Combatant = m_From; World.AddMobile(zom); break; case 8: SkeletalKnight sk = new SkeletalKnight(); sk.Location = m_From.Location; sk.Map = m_From.Map; sk.Combatant = m_From; World.AddMobile(sk); break; case 9: SkeletalMage sm = new SkeletalMage(); sm.Location = m_From.Location; sm.Map = m_From.Map; sm.Combatant = m_From; World.AddMobile(sm); break; case 10: BoneKnight bk = new BoneKnight(); bk.Location = m_From.Location; bk.Map = m_From.Map; bk.Combatant = m_From; World.AddMobile(bk); break; case 11: BoneMagi bm = new BoneMagi(); bm.Location = m_From.Location; bm.Map = m_From.Map; bm.Combatant = m_From; World.AddMobile(bm); break; case 12: Spectre spec = new Spectre(); spec.Location = m_From.Location; spec.Map = m_From.Map; spec.Combatant = m_From; World.AddMobile(spec); break; case 13: Shade shade = new Shade(); shade.Location = m_From.Location; shade.Map = m_From.Map; shade.Combatant = m_From; World.AddMobile(shade); break; } m_From.SendMessage("The spirits have rose from the dead.."); } else if (m_From.Skills[SkillName.Mining].Base < 15.0) { if (Utility.Random(100) < 85) { m_From.SendMessage("You fail to dig anything up."); } else { switch (Utility.Random(3)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("You dig up a gem."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("You dig up a reagent."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("You dig up some equipment."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 35.0) { if (Utility.Random(100) < 85) { m_From.SendMessage("You fail to dig anything up."); } else { gem.Amount = Utility.RandomMinMax(2, 4); reg.Amount = Utility.RandomMinMax(2, 4); switch (Utility.Random(5)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("You dig up some gems."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("You dig up some reagents."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("You dig up some equipment."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 20, SpellbookType.Regular)); m_From.SendMessage("You dig up a scroll."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 5, SpellbookType.Necromancer)); m_From.SendMessage("You dig up a scroll."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 50.0) { if (Utility.Random(100) < 85) { m_From.SendMessage("You fail to dig anything up."); } else { gem.Amount = Utility.RandomMinMax(2, 10); reg.Amount = Utility.RandomMinMax(2, 10); switch (Utility.Random(6)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("You dig up some gems."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("You dig up some reagents."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("You dig up some equipment."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 40, SpellbookType.Regular)); m_From.SendMessage("You dig up a scroll."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 10, SpellbookType.Regular)); m_From.SendMessage("You dig up a scroll."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("You dig up a bones."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 75.0) { if (Utility.Random(100) < 85) { m_From.SendMessage("You fail to dig anything up."); } else { gem.Amount = Utility.RandomMinMax(2, 20); reg.Amount = Utility.RandomMinMax(2, 20); switch (Utility.Random(7)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("You dig up some gems."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("You dig up some reagents."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("You dig up some equipment."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 50, SpellbookType.Regular)); m_From.SendMessage("You dig up a scroll."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 13, SpellbookType.Necromancer)); m_From.SendMessage("You dig up a scroll."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("You dig up a bones."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 90.0) { if (Utility.Random(100) < 85) { m_From.SendMessage("You fail to dig anything up."); } else { gem.Amount = Utility.RandomMinMax(10, 30); reg.Amount = Utility.RandomMinMax(10, 30); switch (Utility.Random(8)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("You dig up some gems."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("You dig up some reagents."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("You dig up some equipment."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 63, SpellbookType.Regular)); m_From.SendMessage("You dig up a scroll."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 15, SpellbookType.Necromancer)); m_From.SendMessage("You dig up a scroll."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("You dig up a bones."); break; } } } else if (m_From.Skills[SkillName.Mining].Base < 150.0) { if (Utility.Random(500) < 5) { m_From.SendMessage("You dig up and item of great value."); switch (Utility.Random(5)) { case 0: m_From.AddToBackpack(new ArmoredRobe()); break; case 1: m_From.AddToBackpack(new ButchersResolve()); break; case 2: m_From.AddToBackpack(new FollowerOfTheOldLord()); break; case 3: m_From.AddToBackpack(new SkirtOfTheAmazon()); break; case 4: m_From.AddToBackpack(new HolyHammerOfExorcism()); break; } } else { gem.Amount = Utility.RandomMinMax(2, 40); reg.Amount = Utility.RandomMinMax(2, 40); switch (Utility.Random(8)) { case 0: m_From.AddToBackpack(gem); m_From.SendMessage("You dig up some gems."); break; case 1: m_From.AddToBackpack(reg); m_From.SendMessage("You dig up some reagents."); break; case 2: m_From.AddToBackpack(equip); m_From.SendMessage("You dig up some equipment."); break; case 3: m_From.AddToBackpack(Loot.RandomScroll(0, 63, SpellbookType.Regular)); m_From.SendMessage("You dig up a scroll."); break; case 4: m_From.AddToBackpack(Loot.RandomScroll(0, 15, SpellbookType.Necromancer)); m_From.SendMessage("You dig up a scroll."); break; case 5: m_From.AddToBackpack(new Bones()); m_From.SendMessage("You dig up a bones."); break; } } } else { m_From.SendMessage("You fail to dig anything up."); } Stop(); }
public override void Action(Mummy m) { m.AddTask(transform.position, Task.action.WOOD); }