Exemplo n.º 1
0
 public override void Execute(Map.World world)
 {
     // test kill leah
     if (world.HasActor(72))
     {
         world.GetActorByDynamicId(72).Destroy();
     }
     Logger.Debug(" RESCUE CAIN QUEST STARTED ");
     //Logger.Debug(" Quests.Advance(72095) ");
     //world.Game.Quests.Advance(72095);
     Logger.Debug(" Conversation(190404) ");
     StartConversation(world, 190404);
     Logger.Debug(" Conversation(166678) ");
     StartConversation(world, 166678); // "let me open the gate" need if in Old Ruins
 }
Exemplo n.º 2
0
        //just for the use of the portal
        private bool OnUseTeleporterListener(uint actorDynID, Map.World world)
        {
            if (world.HasActor(actorDynID))
            {
                var actor = world.GetActorByDynamicId(actorDynID); // it is not null :p



                Logger.Debug(" supposed portal has type {3} has name {0} and state {1} , has gizmo  been operated ? {2} ", actor.NameSNOId, actor.Attributes[Net.GS.Message.GameAttribute.Gizmo_State], actor.Attributes[Net.GS.Message.GameAttribute.Gizmo_Has_Been_Operated], actor.GetType());
                
                while (true)
                {
                    if (actor.Attributes[Net.GS.Message.GameAttribute.Gizmo_Has_Been_Operated])
                    {
                        // for some obnoxious reason we should shoot the poor rumfeld here                       
                        //var actorToShoot = world.GetActorBySNO(3739);
                        //if ( (actorToShoot != null)) //  && (world.GetActorsBySNO(3739).Count > 1) )
                        //{
                        //    Logger.Debug("trying to shoot actor SNO {0}, world contains {1} such actors ", actorToShoot.ActorSNO, world.GetActorsBySNO(3739).Count);
                        //    world.Leave(actorToShoot); // or directly remove this shit
                        //}
                        //else
                        //{
                        //    Logger.Debug("No actor to shoot yet");
                        //}

                        //actorToShoot = world.GetActorBySNO(4580);
                        //if (actorToShoot != null)
                        //{
                        //    Logger.Debug("trying to shoot actor SNO {0}, world contains {1} such actors ", actorToShoot.ActorSNO, world.GetActorsBySNO(3739).Count);
                        //    world.Leave(actorToShoot); // or directly remove this shit
                        //}
                        //else
                        //{
                        //    Logger.Debug("No actor to shoot yet");
                        //}


                        world.Game.Quests.NotifyQuest(87700, Mooege.Common.MPQ.FileFormats.QuestStepObjectiveType.InteractWithActor, portalAID);
                        break;
                    }                                        
                }
            }
            return true;
        }
Exemplo n.º 3
0
        //just for the use of the portal
        private bool OnUseTeleporterListener(uint actorDynID, Map.World world)
        {
            if (world.HasActor(actorDynID))
            {
                var actor = world.GetActorByDynamicId(actorDynID); // it is not null :p



                Logger.Debug(" supposed portal has type {3} has name {0} and state {1} , has gizmo  been operated ? {2} ", actor.NameSNOId, actor.Attributes[Net.GS.Message.GameAttribute.Gizmo_State], actor.Attributes[Net.GS.Message.GameAttribute.Gizmo_Has_Been_Operated], actor.GetType());

                while (true)
                {
                    if (actor.Attributes[Net.GS.Message.GameAttribute.Gizmo_Has_Been_Operated])
                    {
                        world.Game.Quests.NotifyQuest(87700, Mooege.Common.MPQ.FileFormats.QuestStepObjectiveType.InteractWithActor, portalAID);
                        break;
                    }
                }
            }
            return true;
        }