protected virtual void FinishEffect(Point3D p, Map map, Mobile from) { from.RevealingAction(); int spawncount = GetSpawnCount(); int z = p.Z; //Ghost ship Z, should be 10 lower than the spawn Z int gsZ = z - 30; //Set to -30 so it spawns under the sea and then emerges up //Spawn Z, needs to be 10 higher than ghost ship Z so they get on top of the boat int spawnZ = z - 20; //Create the ghost ship here GhostShip gs = new GhostShip(); //Add treasure MetalChest tc = new MetalChest { ItemID = 0xE7C, LiftOverride = true }; TreasureMapChest.Fill(tc, 5); //Now declare an area the same size as the ship, to look for items that might block Point2D start = new Point2D(p.X - 10, p.Y - 7); //Starting location of the area Point2D end = new Point2D(p.X + 10, p.Y + 7); //Ending location of the area Rectangle2D rect = new Rectangle2D(start, end); //Declaring the entire area as a rectangle //Create a new list that will contain all items in the rectangle List <Item> list = new List <Item>(); IPooledEnumerable eable = map.GetItemsInBounds(rect); //Get all items in the rectangle foreach (Item item in eable) //Add all items in the rectangle to the list { list.Add(item); } eable.Free(); //While an item exists in the rectangle, move the spawnlocation of the boat/monsters while (list.Count > 0) { if (Utility.RandomDouble() < 0.5) { p.X += 1; } else { p.X -= 1; } if (Utility.RandomDouble() < 0.5) { p.Y += 1; } else { p.Y -= 1; } start = new Point2D(p.X - 10, p.Y - 7); end = new Point2D(p.X + 10, p.Y + 7); rect = new Rectangle2D(start, end); eable = map.GetItemsInBounds(rect); //Clear the list as we need to create a new one with the new location of the ship list.Clear(); foreach (Item item in eable) { list.Add(item); //Add the items (if any) in the new spawnlocation to the list } eable.Free(); } //No items blocking, move the ship to the world p.Z = gsZ; gs.MoveToWorld(p, map); //Move the treasure chest to the world p.Z = spawnZ + 2; p.X -= 9; tc.MoveToWorld(p, map); //Add the boat and all items inside the boat here gs.Itemlist.Add(gs); gs.Itemlist.Add(tc); //Add as many spawns as spawncount allows for (int i = 0; i < spawncount; ++i) { BaseCreature spawn; switch (Utility.Random(4)) { default: spawn = new LichLord(); break; case 1: spawn = new AncientLich(); break; case 2: spawn = new Lich(); break; case 3: spawn = new SkeletalCaptain(); break; } p.Z = spawnZ; Spawn(p, map, spawn); spawn.Combatant = from; //Add the spawn to the list "spawns", needed for the boat decay timer and emerge timer gs.Spawnlist.Add(spawn); } //Start the emerge timer, so the boat doesn't just appear instantly on top of the water new EmergeTimer(gs.Itemlist, gs.Spawnlist).Start(); Delete(); }
protected override void OnTick() { if (m_Item != null) { m_Item.IsDigging = false; } if (!m_From.Alive) { m_From.SendMessage("You cannot continue digging in this state."); Stop(); } else { if (Utility.Random(100) < 35) { switch (Utility.Random(10)) { 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: 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 3: 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 4: 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 5: 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 6: 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 7: 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 8: 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 9: 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; } m_From.SendMessage("You have angered the spirits."); } else if (m_From.Skills[SkillName.Mining].Base > 10) { if (Utility.Random(120) >= (m_From.Skills[SkillName.Mining].Base)) { m_From.SendMessage("You fail to dig anything up."); } else { m_From.SendMessage("You dig up the hideous remains of the demon. Unfortunately your shovel breaks in the process."); m_From.AddToBackpack(new PumpkinheadRemains()); m_Item.Delete(); } } else if (m_From.Skills[SkillName.Mining].Base <= 10) { if (Utility.Random(120) > 10) { m_From.SendMessage("You fail to dig anything up."); } else { m_From.SendMessage("You dig up the hideous remains of the demon. Unfortunately your shovel breaks in the process."); m_From.AddToBackpack(new PumpkinheadRemains()); m_Item.Delete(); } } else { m_From.SendMessage("You fail to dig anything up."); } Stop(); } }
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(); }
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(); }