public override void AddComponents() { BaseCreature bc; IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); AddCampChests(gate); AddMobile(new GoblinArcher(), 15, 0, -2, 0); AddMobile(new ArmoredGoblinArcher(), 15, 0, 1, 0); AddMobile(new GoblinScout(), 15, 0, -1, 0); AddMobile(new GoblinWarrior(), 15, 0, 0, 0); switch (Utility.Random(2)) { case 0: m_Prisoner = new Noble(); break; case 1: m_Prisoner = new SeekerOfAdventure(); break; } bc = (BaseCreature)m_Prisoner; bc.IsPrisoner = true; bc.CantWalk = true; m_Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); AddMobile(m_Prisoner, 2, -2, 0, 0); }
public override void AddComponents() { IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); MetalChest chest = new MetalChest(); chest.ItemID = 0xE7C; chest.DropItem(new Key(KeyType.Iron, gate.KeyValue)); chest.LiftOverride = true; TreasureMapChest.FillOld(chest, 2); AddItem(chest, 4, 4, 0); AddMobile(new Ratman(), 15, 0, -2, 0); AddMobile(new Ratman(), 15, 0, 1, 0); AddMobile(new RatmanMage(), 15, 0, -1, 0); AddMobile(new RatmanArcher(), 15, 0, 0, 0); m_Prisoner = new BaseEscort(); m_Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); AddMobile(m_Prisoner, 2, -2, 0, 0); }
private void AddCampChests(IronGate gate) { LockableContainer chest = null; chest = new MetalChest(); chest.ItemID = 3708; chest.LiftOverride = true; TreasureMapChest.Fill(chest, 1); chest.DropItem(new Key(KeyType.Iron, gate.KeyValue)); AddItem(chest, 4, 4, 1); LockableContainer crates = null; switch (Utility.Random(4)) { case 0: crates = new SmallCrate(); break; case 1: crates = new MediumCrate(); break; case 2: crates = new LargeCrate(); break; default: crates = new LockableBarrel(); break; } crates.TrapType = TrapType.ExplosionTrap; crates.TrapPower = Utility.RandomMinMax(30, 40); crates.TrapLevel = 2; crates.RequiredSkill = 76; crates.LockLevel = 66; crates.MaxLockLevel = 116; crates.Locked = true; crates.DropItem(new Gold(Utility.RandomMinMax(100, 400))); crates.DropItem(new Arrow(10)); crates.DropItem(new Bolt(10)); crates.LiftOverride = true; if (Utility.RandomDouble() < 0.8) { switch (Utility.Random(4)) { case 0: crates.DropItem(new LesserCurePotion()); break; case 1: crates.DropItem(new LesserExplosionPotion()); break; case 2: crates.DropItem(new LesserHealPotion()); break; default: crates.DropItem(new LesserPoisonPotion()); break; } } AddItem(crates, 2, 2, 0); }
public override void AddComponents() { IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); MetalChest chest = new MetalChest(); chest.Movable = false; chest.ItemID = 0xE7C; // metal chest facing East chest.DropItem(new Key(KeyType.Rusty, gate.KeyValue)); LootPack.Average.Generate(chest); AddItem(chest, 4, 4, 0); AddMobile(new Orc(), 15, 0, -2, 0); AddMobile(new Orc(), 15, 0, 1, 0); AddMobile(new Orc(), 15, 0, 1, 0); AddMobile(new Orc(), 15, 0, 1, 0); AddMobile(new Orc(), 15, 0, 1, 0); AddMobile(new OrcishMage(), 15, 0, -1, 0); AddMobile(new OrcCaptain(), 15, 0, -1, 0); if (Utility.RandomBool()) { AddMobile(new OrcishLord(), 15, 0, 0, 0); } switch (Utility.Random(8)) { default: m_Prisoner = new Noble(); break; case 0: m_Prisoner = new SeekerOfAdventure(); break; case 1: m_Prisoner = new Messenger(); break; case 2: m_Prisoner = new Peasant(); break; case 3: m_Prisoner = new BrideGroom(); break; } m_Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); AddMobile(m_Prisoner, 2, -2, 0, 0); }
public override void AddComponents() { BaseCreature bc; IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); MetalChest chest = new MetalChest(); chest.ItemID = 0xE7C; chest.LiftOverride = true; chest.DropItem(new Key(KeyType.Iron, gate.KeyValue)); /*TreasureMapChest.Fill( chest, 2 );*/ AddItem(chest, 4, 4, 1); AddMobile(new Ratman(), 15, 0, -2, 0); AddMobile(new Ratman(), 15, 0, 1, 0); AddMobile(new RatmanMage(), 15, 0, -1, 0); AddMobile(new RatmanArcher(), 15, 0, 0, 0); switch (Utility.Random(2)) { case 0: m_Prisoner = new Noble(); break; case 1: m_Prisoner = new SeekerOfAdventure(); break; } bc = (BaseCreature)m_Prisoner; bc.IsPrisoner = true; m_Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); AddMobile(m_Prisoner, 2, -2, 0, 0); }
public override void AddComponents() { IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); MetalChest chest = new MetalChest(); chest.ItemID = 0xE7C; chest.DropItem(new Key(KeyType.Iron, gate.KeyValue)); TreasureMapChest.Fill(chest, 2); AddItem(chest, 4, 4, 0); AddMobile(new Orc(), 15, 0, -2, 0); AddMobile(new Orc(), 15, 0, 1, 0); AddMobile(new OrcishMage(), 15, 0, -1, 0); AddMobile(new OrcCaptain(), 15, 0, 0, 0); switch (Utility.Random(2)) { case 0: m_Prisoner = new Noble(); break; case 1: m_Prisoner = new SeekerOfAdventure(); break; } m_Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); AddMobile(m_Prisoner, 2, -2, 0, 0); }
public override void AddComponents() { IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); MetalChest chest = new MetalChest(); chest.ItemID = 0xE7C; chest.LiftOverride = true; chest.DropItem(new Key(KeyType.Iron, gate.KeyValue)); TreasureMapChest.Fill(chest, 3); //<---------Loot AddItem(chest, 4, 4, 1); //<------z +1 to hover over static switch (Utility.Random(4)) { case 0: { AddMobile(new Orc(), 15, 0, -2, 0); AddMobile(new OrcishMage(), 15, 0, 1, 0); AddMobile(new OrcishLord(), 15, 0, -2, 0); AddMobile(new OrcCaptain(), 15, 0, 1, 0); AddMobile(new Orc(), 15, 0, -1, 0); AddMobile(new OrcChopper(), 15, 0, -2, 0); } break; case 1: { AddMobile(new Ratman(), 15, 0, -2, 0); AddMobile(new Ratman(), 15, 0, 1, 0); AddMobile(new RatmanMage(), 15, 0, -2, 0); AddMobile(new Ratman(), 15, 0, 1, 0); AddMobile(new RatmanArcher(), 15, 0, -1, 0); AddMobile(new Ratman(), 15, 0, -2, 0); } break; case 2: { AddMobile(new Lizardman(), 15, 0, -2, 0); AddMobile(new Lizardman(), 15, 0, 1, 0); AddMobile(new Lizardman(), 15, 0, -2, 0); AddMobile(new Lizardman(), 15, 0, 1, 0); AddMobile(new Lizardman(), 15, 0, -1, 0); AddMobile(new Lizardman(), 15, 0, -2, 0); } break; case 3: { AddMobile(new Brigand(), 15, 0, -2, 0); AddMobile(new Brigand(), 15, 0, 1, 0); AddMobile(new Brigand(), 15, 0, -2, 0); AddMobile(new Brigand(), 15, 0, 1, 0); AddMobile(new Brigand(), 15, 0, -1, 0); AddMobile(new Brigand(), 15, 0, -2, 0); } break; } switch (Utility.Random(2)) { case 0: m_Prisoner = new Noble(); break; case 1: m_Prisoner = new SeekerOfAdventure(); break; } m_Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); AddMobile(m_Prisoner, 2, -2, 0, 0); }
public override void AddComponents() { IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); AddCampChests(); switch (Utility.Random(4)) { case 0: { AddMobile(new Orc(), 15, 0, -2, 0); AddMobile(new OrcishMage(), 15, 0, 1, 0); AddMobile(new OrcishLord(), 15, 0, -2, 0); AddMobile(new OrcCaptain(), 15, 0, 1, 0); AddMobile(new Orc(), 15, 0, -1, 0); AddMobile(new OrcChopper(), 15, 0, -2, 0); } break; case 1: { AddMobile(new Ratman(), 15, 0, -2, 0); AddMobile(new Ratman(), 15, 0, 1, 0); AddMobile(new RatmanMage(), 15, 0, -2, 0); AddMobile(new Ratman(), 15, 0, 1, 0); AddMobile(new RatmanArcher(), 15, 0, -1, 0); AddMobile(new Ratman(), 15, 0, -2, 0); } break; case 2: { AddMobile(new Lizardman(), 15, 0, -2, 0); AddMobile(new Lizardman(), 15, 0, 1, 0); AddMobile(new Lizardman(), 15, 0, -2, 0); AddMobile(new Lizardman(), 15, 0, 1, 0); AddMobile(new Lizardman(), 15, 0, -1, 0); AddMobile(new Lizardman(), 15, 0, -2, 0); } break; case 3: { AddMobile(new Brigand(), 15, 0, -2, 0); AddMobile(new Brigand(), 15, 0, 1, 0); AddMobile(new Brigand(), 15, 0, -2, 0); AddMobile(new Brigand(), 15, 0, 1, 0); AddMobile(new Brigand(), 15, 0, -1, 0); AddMobile(new Brigand(), 15, 0, -2, 0); } break; } switch (Utility.Random(2)) { case 0: m_Prisoner = new Noble(); break; case 1: m_Prisoner = new SeekerOfAdventure(); break; } m_Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); AddMobile(m_Prisoner, 2, -2, 0, 0); }
public override void AddComponents() { IronGate gate = new IronGate(DoorFacing.EastCCW); m_Gate = gate; gate.KeyValue = Key.RandomValue(); gate.Locked = true; AddItem(gate, -2, 1, 0); AddCampChests(); //UOSI x= -2 puts these guys in the cage. I removed the - from all the 2's in this switch statement. They were all -2. //Wander ranges increased. //Added camp type setter. if (m_CampType == 4) { m_CampType = Utility.Random(4); } switch (m_CampType) { case 0: { AddMobile(new Orc(), 2, 2, 0, 0); AddMobile(new OrcishMage(), 2, 1, 0, 0); AddMobile(new OrcishLord(), 2, 2, 0, 0); AddMobile(new OrcCaptain(), 2, 1, 0, 0); AddMobile(new Orc(), 2, -1, 0, 0); AddMobile(new OrcChopper(), 2, 2, 0, 0); Camp = CampType.Orc; } break; case 1: { AddMobile(new Ratman(), 2, 2, 0, 0); AddMobile(new Ratman(), 2, 1, 0, 0); AddMobile(new RatmanMage(), 2, 2, 0, 0); AddMobile(new Ratman(), 2, 1, 0, 0); AddMobile(new RatmanArcher(), 2, -1, 0, 0); AddMobile(new Ratman(), 2, 2, 0, 0); Camp = CampType.Ratman; } break; case 2: { AddMobile(new Lizardman(), 2, 2, 0, 0); AddMobile(new Lizardman(), 2, 1, 0, 0); AddMobile(new Lizardman(), 2, 2, 0, 0); AddMobile(new Lizardman(), 2, 1, 0, 0); AddMobile(new Lizardman(), 2, -1, 0, 0); AddMobile(new Lizardman(), 2, 2, 0, 0); Camp = CampType.Lizardman; } break; case 3: { AddMobile(new Brigand(), 2, 2, 0, 0); AddMobile(new Brigand(), 2, 1, 0, 0); AddMobile(new Brigand(), 2, 2, 0, 0); AddMobile(new Brigand(), 2, 1, 0, 0); AddMobile(new Brigand(), 2, -1, 0, 0); AddMobile(new Brigand(), 2, 2, 0, 0); Camp = CampType.Brigand; } break; } //UOSI - added 'this' to the constructor for these two, which SHOULD flag them as camp prisoners. switch (Utility.Random(2)) { case 0: Prisoner = new Noble(this); break; case 1: Prisoner = new SeekerOfAdventure(this); break; } //Prisoner.IsPrisoner = true; Prisoner.CantWalk = true; Prisoner.YellHue = Utility.RandomList(0x57, 0x67, 0x77, 0x87, 0x117); //UOSI - Switched his wander range for his xOffset so he'll appear in the cage AddMobile(Prisoner, 0, -2, 0, 0); }