protected virtual void FinishEffect( Point3D p, Map map, Mobile from ) { from.RevealingAction(); int count = GetSpawnCount(); for ( int i = 0; map != null && i < count; ++i ) { BaseCreature spawn; switch ( Utility.Random( 5 ) ) { default: case 0: spawn = new SeaSerpent(); break; case 1: spawn = new DeepSeaSerpent(); break; case 2: spawn = new WaterElemental(); break; case 3: spawn = new Kraken(); break; case 4: spawn = new DeepWaterElemental(); break; } Spawn( p, map, spawn ); spawn.Combatant = from; } Delete(); }
public override bool Give( Mobile m, Item item, bool placeAtFeet ) { // This code is triggered when you've harvested a Map/MIB/Net. You first // spawn a critter and then add the special item to his/her pack for loot if ( item is TreasureMap || item is MessageInABottle || item is SpecialFishingNet ) { BaseCreature serp; switch ( Utility.Random(11) ) { case 0: { serp = new DeepSeaSnake(); break; } case 1: { serp = new DeepWaterElemental(); break; } case 2: { serp = new FlameShark(); break; } case 3: { serp = new HurricaneElemental(); break; } case 4: { serp = new IcebergElemental(); break; } case 5: { serp = new RoamingKraken(); break; } case 6: { serp = new StormSerpent(); break; } case 7: { serp = new TsunamiSerpent(); break; } case 8: { serp = new GiantWaterStrider(); break; } case 9: { serp = new DeepSeaSerpent(); break; } default: { serp = new SeaSerpent(); break; } } int x = m.X, y = m.Y; Map map = m.Map; for ( int i = 0; map != null && i < 20; ++i ) { int tx = m.X - 10 + Utility.Random( 21 ); int ty = m.Y - 10 + Utility.Random( 21 ); Tile t = map.Tiles.GetLandTile( tx, ty ); if ( t.Z == -5 && ( (t.ID >= 0xA8 && t.ID <= 0xAB) || (t.ID >= 0x136 && t.ID <= 0x137) ) && !Spells.SpellHelper.CheckMulti( new Point3D( tx, ty, -5 ), map ) ) { x = tx; y = ty; break; } } serp.MoveToWorld( new Point3D( x, y, -5 ), map ); serp.Home = serp.Location; serp.RangeHome = 10; serp.PackItem( item ); m.SendLocalizedMessage( 503170 ); // Uh oh! That doesn't look like a fish! return true; // we don't want to give the item to the player, it's on the serpent } // BigFish go into the pack, but why does it look like they are put at feet? R12? if ( item is BigFish || item is WoodenChest ) placeAtFeet = true; // Here's where we sometimes replace the Big fish with a Special Item. // Note that we have to trigger on the Big Fish to stop folks from // macroing on the shore (shallow water) for Magic Weps. This method // does not have the right variables for deepwater check if ( item is BigFish ) // We know we're in Deepwater, and it's a rare event { double leet_loot_chance = 0.1; if ( leet_loot_chance > Utility.RandomDouble() ) { switch (Utility.Random(2)) { case 0: { BaseWeapon temp_weapon = Loot.RandomWeapon(); temp_weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(6); temp_weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(6); temp_weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(1); // Item was in the water forever...shouldn't be very durable item = (Item)temp_weapon; break; } default: { BaseArmor temp_armor = Loot.RandomArmor(); temp_armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(4); temp_armor.Durability = (ArmorDurabilityLevel)Utility.Random(1); // Item was in the water forever...shouldn't be very durable item = (Item)temp_armor; break; } } } // else just give the fisher a Big Fish } // Could also easily add variations on the following...but I've left it at Weps/Armor // item = Loot.RandomShield(); // item = Loot.RandomJewelry(); // item = Loot.RandomInstrument(); // item = Loot.RandomScroll(2, 8, SpellbookType.Regular); // item = Loot.RandomPotion(); // item = new BankCheck( 1000000 ); // item = new ShipwreckedItem(5055); // Chain tunic with Shipwreck Label return base.Give( m, item, placeAtFeet ); // Here's where you GIVE player the "item" }
public override void SendSuccessTo( Mobile from, Item item, HarvestResource resource ) { if ( item is BigFish ) { // Deleted this message since you can now get loot, which is notta fish // I wish I knew how to send "custom" message to the screen like... // "Whoa! You just reeled in something very interesting" // from.SendLocalizedMessage( 1042635 ); // Your fishing pole bends as you pull a big fish from the depths! ((BigFish)item).Fisher = from; } else if ( item is WoodenChest ) { from.SendLocalizedMessage( 503175 ); // You pull up a heavy chest from the depths of the ocean! } else { int number; string name; if ( item is BaseMagicFish ) { number = 1008124; name = "a mess of small fish"; } else if ( item is Fish ) { number = 1008124; name = "a fish"; } else if ( item is BaseShoes ) { number = 1008124; name = item.ItemData.Name; } else if ( item is TreasureMap ) { number = 1008125; name = "a sodden piece of parchment"; } else if ( item is MessageInABottle ) { number = 1008125; name = "a bottle, with a message in it"; } else if (item is SpecialFishingNet) { number = 1008125; name = "a special fishing net"; // TODO: this is just a guess--what should it really be named? } else { number = 1043297; // It's Some Other Stuff... // Console.WriteLine(item.ItemData.Name); if ((item.ItemData.Flags & TileFlag.ArticleA) != 0) name = "a " + item.ItemData.Name; else if ((item.ItemData.Flags & TileFlag.ArticleAn) != 0) name = "an " + item.ItemData.Name; else name = item.ItemData.Name; if (number == 1043297) from.SendLocalizedMessage(number, name); else from.SendLocalizedMessage(number, true, name); } double temp_random_dbl = Utility.RandomDouble(); // Console.WriteLine("Trying to spawn Random Monster when 0.05 > {0}", temp_random_dbl); if ( 0.05 > temp_random_dbl ) // Spawn a monster ~ every 20 tries { BaseCreature serp2; switch (Utility.Random(11)) { case 0: { serp2 = new DeepSeaSnake(); break; } case 1: { serp2 = new DeepWaterElemental(); break; } case 2: { serp2 = new FlameShark(); break; } case 3: { serp2 = new HurricaneElemental(); break; } case 4: { serp2 = new IcebergElemental(); break; } case 5: { serp2 = new RoamingKraken(); break; } case 6: { serp2 = new StormSerpent(); break; } case 7: { serp2 = new TsunamiSerpent(); break; } case 8: { serp2 = new GiantWaterStrider(); break; } case 9: { serp2 = new DeepSeaSerpent(); break; } default: { serp2 = new SeaSerpent(); break; } } int x = from.X, y = from.Y; Map map = from.Map; for (int i = 0; map != null && i < 20; ++i) { int tx = from.X - 10 + Utility.Random(21); int ty = from.Y - 10 + Utility.Random(21); Tile t = map.Tiles.GetLandTile(tx, ty); if (t.Z == -5 && ((t.ID >= 0xA8 && t.ID <= 0xAB) || (t.ID >= 0x136 && t.ID <= 0x137)) && !Spells.SpellHelper.CheckMulti(new Point3D(tx, ty, -5), map)) { x = tx; y = ty; break; } } serp2.MoveToWorld(new Point3D(x, y, -5), map); serp2.Home = serp2.Location; serp2.RangeHome = 10; from.SendLocalizedMessage(503170); // Uh oh! That doesn't look like a fish! } } }
public override Item Construct(Type type, Mobile from) { if (type == typeof(TreasureMap)) { int level; //if ( from is PlayerMobile && ((PlayerMobile)from).Young && from.Map == Map.Trammel && TreasureMap.IsInHavenIsland( from ) ) // level = 0; //else level = 1; return new TreasureMap(level, Map.Felucca); } else if (type == typeof(MessageInABottle)) { return new MessageInABottle( /*from.Map == Map.Felucca ?*/ Map.Felucca /* : Map.Trammel*/); } Container pack = from.Backpack; if (pack != null) { List<SOS> messages = pack.FindItemsByType<SOS>(); for (int i = 0; i < messages.Count; ++i) { SOS sos = messages[i]; if (from.Map == sos.TargetMap && from.InRange(sos.TargetLocation, (int)(from.Skills[SkillName.Fishing].Value - 75.0))) { Item preLoot = null; switch (Utility.Random(8)) { case 0: // Body parts { var list = new[] { 0x1CDD, 0x1CE5, // arm 0x1CE0, 0x1CE8, // torso 0x1CE1, 0x1CE9, // head 0x1CE2, 0x1CEC // leg }; preLoot = new ShipwreckedItem(Utility.RandomList(list)); break; } case 1: // Bone parts { var list = new[] { 0x1AE0, 0x1AE1, 0x1AE2, 0x1AE3, 0x1AE4, // skulls 0x1B09, 0x1B0A, 0x1B0B, 0x1B0C, 0x1B0D, 0x1B0E, 0x1B0F, 0x1B10, // bone piles 0x1B15, 0x1B16 // pelvis bones }; preLoot = new ShipwreckedItem(Utility.RandomList(list)); break; } case 2: // Paintings and portraits { preLoot = new ShipwreckedItem(Utility.Random(0xE9F, 10)); break; } case 3: // Pillows { preLoot = new ShipwreckedItem(Utility.Random(0x13A4, 11)); break; } case 4: // Shells { preLoot = new ShipwreckedItem(Utility.Random(0xFC4, 9)); break; } case 5: //Hats { if (Utility.RandomBool()) { preLoot = new SkullCap(); } else { preLoot = new TricorneHat(); } break; } case 6: // Misc { var list = new[] { 0x1EB5, // unfinished barrel 0xA2A, // stool 0xC1F, // broken clock 0x1047, 0x1048, // globe 0x1EB1, 0x1EB2, 0x1EB3, 0x1EB4 // barrel staves }; if (Utility.Random(list.Length + 1) == 0) { preLoot = new Candelabra(); } else { preLoot = new ShipwreckedItem(Utility.RandomList(list)); } break; } } if (preLoot != null) { if (preLoot is IShipwreckedItem) { ((IShipwreckedItem)preLoot).IsShipwreckedItem = true; } return preLoot; } LockableContainer chest = null; switch (Utility.Random(3)) { case 0: chest = new MetalGoldenChest(); break; case 1: chest = new MetalChest(); break; default: case 2: chest = new WoodenChest(); break; } chest.Breakable = false; chest.Locked = false; if (sos.IsAncient) { int hue = 1150; if (0.20 > Utility.RandomDouble()) { switch (Utility.Random((chest is WoodenChest) ? 6 : 14)) { case 0: hue = 1193; break; case 1: hue = 1281; break; case 2: hue = 1190; break; case 3: hue = 1165; break; case 4: hue = 1160; break; case 5: hue = 1126; break; case 6: hue = CraftResources.GetInfo(CraftResource.Valorite).Hue; break; case 7: hue = CraftResources.GetInfo(CraftResource.Verite).Hue; break; case 8: hue = CraftResources.GetInfo(CraftResource.Agapite).Hue; break; case 9: hue = CraftResources.GetInfo(CraftResource.Gold).Hue; break; case 10: hue = CraftResources.GetInfo(CraftResource.Bronze).Hue; break; case 11: hue = CraftResources.GetInfo(CraftResource.Copper).Hue; break; case 12: hue = CraftResources.GetInfo(CraftResource.ShadowIron).Hue; break; case 13: hue = CraftResources.GetInfo(CraftResource.DullCopper).Hue; break; } } chest.Hue = hue; } else if ((chest is MetalChest || chest is MetalGoldenChest) && (0.5 * sos.Level) >= Utility.RandomDouble()) { int randhue = Utility.Random(120); var resource = CraftResource.None; if (randhue >= 118) { resource = CraftResource.Valorite; } else if (randhue >= 115) { resource = CraftResource.Verite; } else if (randhue >= 110) { resource = CraftResource.Agapite; } else if (randhue >= 100) { resource = CraftResource.Gold; } else if (randhue >= 90) { resource = CraftResource.Bronze; } else if (randhue >= 70) { resource = CraftResource.Copper; } else if (randhue >= 40) { resource = CraftResource.ShadowIron; } else { resource = CraftResource.DullCopper; } chest.Hue = CraftResources.GetInfo(resource).Hue; } int soslevel = sos.Level; TreasureMapChest.Fill(chest, soslevel, from.Expansion); if (!sos.IsAncient) { chest.Locked = false; } double chance = Utility.RandomDouble(); BaseCreature mibmonster1; BaseCreature mibmonster2; mibmonster1 = new DeepWaterElemental(); if (chance <= 0.02 && from.Skills[SkillName.Fishing].Base >= 115) { mibmonster2 = new Osiredon(); int choice = Utility.Random(5); switch (choice) { case 4: mibmonster2.PackItem(new SmallFishingNetDeed()); break; case 3: mibmonster2.PackItem(new LargeFishingNetDeed()); break; case 2: mibmonster2.PackItem(new Shell()); break; case 1: mibmonster2.PackItem(new Anchor()); break; case 0: mibmonster2.PackItem(new Hook()); break; } } else if (soslevel < 5) { mibmonster2 = new WaterElemental(); } else { mibmonster2 = new DeepWaterElemental(); } int x = from.X, y = from.Y; Map map = from.Map; mibmonster1.MoveToWorld(new Point3D(x, y, -5), map); mibmonster2.MoveToWorld(new Point3D(x, y, -5), map); mibmonster1.Home = mibmonster1.Location; mibmonster1.HomeMap = mibmonster1.Map; mibmonster1.RangeHome = 10; mibmonster2.Home = mibmonster2.Location; mibmonster2.HomeMap = mibmonster2.Map; mibmonster2.RangeHome = 10; if (sos.IsAncient) { chest.DropItem(new FabledFishingNet()); } else { chest.DropItem(new SpecialFishingNet()); } chest.Movable = true; chest.Name = "treasure chest"; chest.IsShipwreckedItem = true; if (sos.Level > 0) { chest.TrapType = TrapType.ExplosionTrap; chest.TrapPower = soslevel * Utility.RandomMinMax(9, 19); chest.TrapLevel = 0; } else { chest.TrapType = TrapType.None; chest.TrapPower = 1; chest.TrapLevel = 1; } sos.Delete(); return chest; } } } return base.Construct(type, from); }