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! } } }
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" }