public override void OnClick() { if (m_From.InRange(m_Fountain.GetWorldLocation(), 4)) { if (m_From.Backpack.ConsumeTotal(typeof(Gold), 1)) { m_Fountain.Jackpot++; switch (m_Fountain.MessageNum) { case MagicFountainAddon.FountainMessage.Cool: { if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Warm: { if (0.01 > Utility.RandomDouble()) { Item item = null; switch (Utility.RandomMinMax(1, 10)) { case 1: item = new TinkerTools(); break; case 2: item = new Lockpick(3); break; case 3: item = new Pitchfork(); break; case 4: item = new Dagger(); break; case 5: item = new Emerald(); break; case 6: item = new Ruby(); break; case 7: item = new Amber(); break; case 8: item = new Server.Engines.Mahjong.MahjongGame(); break; case 9: item = new SewingKit(); break; case 10: item = new SmithHammer(); break; } if (!m_From.AddToBackpack(item)) { m_From.SendMessage("You toss a coin in ... and an item appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); item.Delete(); } else { m_From.SendMessage("You toss a coin in ... and an item appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Clean: { if (0.05 > Utility.RandomDouble()) { Item food = null; switch (Utility.RandomMinMax(1, 10)) { case 1: food = new Bacon(); break; case 2: food = new CookedBird(); break; case 3: food = new Ham(); break; case 4: food = new Ribs(); break; case 5: food = new Sausage(); break; case 6: food = new Cookies(); break; case 7: food = new Muffins(3); break; case 8: food = new ApplePie(); break; case 9: food = new PeachCobbler(); break; case 10: food = new Lime(); break; } if (!m_From.AddToBackpack(food)) { m_From.SendMessage("You toss a coin in ... and food appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); food.Delete(); } else { m_From.SendMessage("You toss a coin in ... and food appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Calm: { if (0.005 > Utility.RandomDouble()) { Horse horse = new Horse(); horse.Map = m_From.Map; horse.Location = m_From.Location; if ((m_From.Followers + horse.ControlSlots) <= m_From.FollowersMax) { // set up the horse... =P horse.Controlled = true; horse.ControlMaster = m_From; horse.OwnerAbandonTime = DateTime.MinValue; horse.BondingBegin = DateTime.MinValue; horse.ControlOrder = OrderType.Follow; horse.ControlTarget = m_From; horse.Owners.Add(m_From); // seems to be new in 2.0 // horse.Loyalty = PetLoyalty.WonderfullyHappy; // doesn't work in 2.0 but seems unnecessary m_From.SendMessage("You toss a coin in ... and a horse appears!"); } else { m_From.SendMessage("You toss a coin in ... and a horse appears! But you have too many pets to control this one too. The horse runs off!"); horse.Delete(); } if (m_Fountain.Jackpot > 20) { m_Fountain.Jackpot = m_Fountain.Jackpot - 10; } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Fruit: { if (0.05 > Utility.RandomDouble()) { Item fruit = null; switch (Utility.RandomMinMax(1, 10)) { case 1: fruit = new Watermelon(); break; case 2: fruit = new Apple(); break; case 3: fruit = new Pear(); break; case 4: fruit = new Peach(); break; case 5: fruit = new Lime(); break; case 6: fruit = new Lemon(); break; case 7: fruit = new Coconut(); break; case 8: fruit = new Grapes(); break; case 9: fruit = new Bananas(); break; case 10: fruit = new Cantaloupe(); break; } if (!m_From.AddToBackpack(fruit)) { m_From.SendMessage("You toss a coin in ... and fruit appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); fruit.Delete(); } else { m_From.SendMessage("You toss a coin in ... and fruit appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } else { m_Fountain.Jackpot = 0; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } } } else { m_From.SendMessage("You don't have a coin to toss in."); } } else { m_From.SendMessage("Get closer."); } }
public override void OnDoubleClick(Mobile from) { if (from.InRange(m_Fountain.GetWorldLocation(), 4)) { if (from.Thirst >= 20) { from.SendMessage("You are not thirsty at all."); } else { string msg = null; if (m_Fountain == null) { from.SendMessage("Debug: Parent was null"); return; } if (0.1 > Utility.RandomDouble()) { switch (m_Fountain.MessageNum) { case MagicFountainAddon.FountainMessage.Cool: msg = "You drink your fill of the cool fountain water. The quiet sounds of the water splashing are musical."; from.Hits += 10; break; case MagicFountainAddon.FountainMessage.Warm: msg = "The fountain's warm water refreshes you and sets your mind at ease. You drink your fill."; from.Mana += 10; break; case MagicFountainAddon.FountainMessage.Clean: msg = "You drink deeply of the clean fountain water. The shimmering reflections on the surface stir your thoughts."; from.Mana += 10; break; case MagicFountainAddon.FountainMessage.Calm: msg = "As you drink from the water, an invigorating scent reminds you of memories long forgotten."; from.Stam += 10; break; case MagicFountainAddon.FountainMessage.Fruit: msg = "The fountain's water tastes vaguely of a fruit you can't identify. You drink your fill and feel refreshed."; from.Stam += 10; break; } from.SendMessage(msg); } else { switch (m_Fountain.MessageNum) { case MagicFountainAddon.FountainMessage.Cool: msg = "The cool fountain water is refreshing."; break; case MagicFountainAddon.FountainMessage.Warm: msg = "The warm fountain water is refreshing."; break; case MagicFountainAddon.FountainMessage.Clean: msg = "You drink deeply from the clean water."; break; case MagicFountainAddon.FountainMessage.Calm: msg = "The calm fountain water is refreshing."; break; case MagicFountainAddon.FountainMessage.Fruit: msg = "You drink your fill from the fountain."; break; } from.SendMessage(msg); } from.Thirst = 20; } } else { from.SendMessage("Get closer."); } }