public override void OnDoubleClick(Mobile from) { if (IsChildOf(from.Backpack)) { int hours, minutes; Clock.GetTime(Map, Location.X, Location.Y, out hours, out minutes); if (hours <= 19) { #region Spawn Random Ambush switch (Utility.Random(3)) { case 0: { from.SendMessage("*As your gaze scans the horizon, you notice a group of brigands closing in*"); #region Define Mobiles To Spawn // I've reserved spawn01-spawn09; however, you can add as many variables as you like as long as they are unique Mobile spawn01 = new Brigand(); Mobile spawn02 = new Brigand(); Mobile spawn03 = new Brigand(); Mobile spawn04 = new Brigand(); Mobile spawn05 = new Brigand(); Mobile spawn06 = new Brigand(); #endregion switch (Utility.Random(2)) { case 1: { /// <summary> /// Don't forget to plug in the spawn variables you add above below: /// </summary> spawn01.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map); spawn02.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map); spawn03.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map); spawn04.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map); spawn05.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map); spawn06.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map); break; } case 0: { switch (Utility.Random(4)) { case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break; case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break; // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server case 2: from.SendMessage("*You notice the ground moving beneath your feet*"); Mobile subspawn01 = new Rat(); subspawn01.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break; case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break; } break; } } break; } case 1: { from.SendMessage("*As your gaze scans the horizon, you notice an Ettin patrol nearby*"); #region Define Mobiles To Spawn // I've reserved spawn11-spawn19; however, you can add as many variables as you like as long as they are unique Mobile spawn11 = new Ettin(); Mobile spawn12 = new Ettin(); Mobile spawn13 = new Ettin(); Mobile spawn14 = new Ettin(); Mobile spawn15 = new Ettin(); Mobile spawn16 = new Ettin(); #endregion switch (Utility.Random(2)) { case 1: { /// <summary> /// Don't forget to plug in the spawn variables you add above below: /// </summary> spawn11.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map); spawn12.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map); spawn13.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map); spawn14.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map); spawn15.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map); spawn16.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map); break; } case 0: { switch (Utility.Random(2, 4)) { case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break; case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break; // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server case 2: from.SendMessage("*You notice the ground moving beneath your feet*"); Mobile subspawn11 = new Rat(); subspawn11.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break; case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break; } break; } } break; } case 2: // This case makes the Scout Spyglass act like a normal Spyglass { if (hours < 5 || hours > 17) { from.SendLocalizedMessage(1055040); // You gaze up into the glittering night sky. With great care, you compose a chart of the most prominent star patterns. } else { from.SendLocalizedMessage(1055039); // You gaze up into the sky, but it is not dark enough to see any stars. } break; } } #endregion } else { #region Spawn Random Ambush switch (Utility.Random(3)) { case 0: { from.SendMessage("*As your gaze scans the horizon, you notice a group of black bears closing in*"); #region Define Mobiles To Spawn // I've reserved spawn21-spawn29; however, you can add as many variables as you like as long as they are unique Mobile spawn21 = new BlackBear(); Mobile spawn22 = new BlackBear(); Mobile spawn23 = new BlackBear(); Mobile spawn24 = new BlackBear(); Mobile spawn25 = new BlackBear(); Mobile spawn26 = new BlackBear(); #endregion switch (Utility.Random(2)) { case 1: { /// <summary> /// Don't forget to plug in the spawn variables you add above below: /// </summary> spawn21.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map); spawn22.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map); spawn23.MoveToWorld(new Point3D(from.X + 20, from.Y, from.Z), from.Map); spawn24.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map); spawn25.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map); spawn26.MoveToWorld(new Point3D(from.X, from.Y + 20, from.Z), from.Map); break; } case 0: { switch (Utility.Random(4)) { case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break; case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break; // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server case 2: from.SendMessage("*You notice the ground moving beneath your feet*"); Mobile subspawn21 = new Rat(); subspawn21.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break; case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break; } break; } } break; } case 1: { from.SendMessage("*As your gaze scans the horizon, you notice an Fire Gargoyle patrol nearby*"); #region Define Mobiles To Spawn // I've reserved spawn31-spawn39; however, you can add as many variables as you like as long as they are unique Mobile spawn31 = new FireGargoyle(); Mobile spawn32 = new FireSteed(); Mobile spawn33 = new FireGargoyle(); Mobile spawn34 = new FireSteed(); Mobile spawn35 = new FireGargoyle(); Mobile spawn36 = new FireBeetle(); #endregion switch (Utility.Random(2)) { case 1: { /// <summary> /// Don't forget to plug in the spawn variables you add above below: /// </summary> spawn31.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map); spawn32.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map); spawn33.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map); spawn34.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map); spawn35.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map); spawn36.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map); break; } case 0: { switch (Utility.Random(4)) { case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break; case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break; // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server case 2: from.SendMessage("*You notice the ground moving beneath your feet*"); Mobile subspawn31 = new Rat(); subspawn31.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break; case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break; } break; } } break; } case 2: // This case makes the Scout Spyglass act like a normal Spyglass { if (hours < 5 || hours > 17) { from.SendLocalizedMessage(1055040); // You gaze up into the glittering night sky. With great care, you compose a chart of the most prominent star patterns. } else { from.SendLocalizedMessage(1055039); // You gaze up into the sky, but it is not dark enough to see any stars. } break; } } #endregion } --this.UsesRemaining; if (this.UsesRemaining == 0) { this.Delete(); } } else { from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it. } }
public void SummonCritters() { int SummonRange; Mobile SummonTarget; Map map = this.Map; if (map == null) { return; } int CritterNum = Utility.Random(8); int newCritters = Utility.RandomMinMax(4, 8); int critters = 0; foreach (Mobile m in this.GetMobilesInRange(15)) { if (m is PredatorHellCat || m is FireSteed || m is Nightmare || m is FireGargoyle || m is HellHound || m is Gargoyle || m is LavaElemental || m is Efreet) { ++critters; } } if (critters < 16) { for (int i = 0; i < newCritters; ++i) { BaseCreature critter; switch (CritterNum) { default: case 0: critter = new PredatorHellCat(); break; case 1: critter = new FireSteed(); break; case 2: critter = new Nightmare(); break; case 3: critter = new FireGargoyle(); break; case 4: critter = new HellHound(); break; case 5: critter = new Gargoyle(); break; case 6: critter = new LavaElemental(); break; case 7: critter = new Efreet(); break; } critter.Team = this.Team; bool validLocation = false; Point3D loc = this.Location; for (int j = 0; !validLocation && j < 10; ++j) { int x = X + Utility.Random(8) - 1; int y = Y + Utility.Random(8) - 1; int z = map.GetAverageZ(x, y); if (validLocation = map.CanFit(x, y, Z, 16, false, false)) { loc = new Point3D(x, y, this.Z); } else if (validLocation = map.CanFit(x, y, z, 16, false, false)) { loc = new Point3D(x, y, z); } } critter.MoveToWorld(loc, map); } } }