Exemplo n.º 1
0
        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!
                }
            }
        }
Exemplo n.º 2
0
        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"
        }