public static void GiveGrapes( Mobile m, int pick, GrapeVariety variety ) { switch ( variety ) { case GrapeVariety.CabernetSauvignon: { CabernetSauvignonGrapes cscrop = new CabernetSauvignonGrapes( pick ); m.AddToBackpack( cscrop ); break; } case GrapeVariety.Chardonnay: { ChardonnayGrapes ccrop = new ChardonnayGrapes( pick ); m.AddToBackpack( ccrop ); break; } case GrapeVariety.CheninBlanc: { CheninBlancGrapes cbcrop = new CheninBlancGrapes( pick ); m.AddToBackpack( cbcrop ); break; } case GrapeVariety.Merlot: { MerlotGrapes mcrop = new MerlotGrapes( pick ); m.AddToBackpack( mcrop ); break; } case GrapeVariety.PinotNoir: { PinotNoirGrapes pncrop = new PinotNoirGrapes( pick ); m.AddToBackpack( pncrop ); break; } case GrapeVariety.Riesling: { RieslingGrapes rcrop = new RieslingGrapes( pick ); m.AddToBackpack( rcrop ); break; } case GrapeVariety.Sangiovese: { SangioveseGrapes scrop = new SangioveseGrapes( pick ); m.AddToBackpack( scrop ); break; } case GrapeVariety.SauvignonBlanc: { SauvignonBlancGrapes sbcrop = new SauvignonBlancGrapes( pick ); m.AddToBackpack( sbcrop ); break; } case GrapeVariety.Shiraz: { ShirazGrapes shcrop = new ShirazGrapes( pick ); m.AddToBackpack( shcrop ); break; } case GrapeVariety.Viognier: { ViognierGrapes vcrop = new ViognierGrapes( pick ); m.AddToBackpack( vcrop ); break; } case GrapeVariety.Zinfandel: { ZinfandelGrapes zcrop = new ZinfandelGrapes( pick ); m.AddToBackpack( zcrop ); break; } default: { Grapes crop = new Grapes( pick ); m.AddToBackpack( crop ); break; } } }
public override void OnClick() { if (m_From.InRange(m_Fountain.GetWorldLocation(), 4)) { if (m_From.Backpack.ConsumeTotal(typeof(Gold), 1)) { m_Fountain.Jackpot++; switch (m_Fountain.MessageNum) { case MagicFountainAddon.FountainMessage.Cool: { if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Warm: { if (0.01 > Utility.RandomDouble()) { Item item = null; switch (Utility.RandomMinMax(1, 10)) { case 1: item = new TinkerTools(); break; case 2: item = new Lockpick(3); break; case 3: item = new Pitchfork(); break; case 4: item = new Dagger(); break; case 5: item = new Emerald(); break; case 6: item = new Ruby(); break; case 7: item = new Amber(); break; case 8: item = new Server.Engines.Mahjong.MahjongGame(); break; case 9: item = new SewingKit(); break; case 10: item = new SmithHammer(); break; } if (!m_From.AddToBackpack(item)) { m_From.SendMessage("You toss a coin in ... and an item appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); item.Delete(); } else { m_From.SendMessage("You toss a coin in ... and an item appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Clean: { if (0.05 > Utility.RandomDouble()) { Item food = null; switch (Utility.RandomMinMax(1, 10)) { case 1: food = new Bacon(); break; case 2: food = new CookedBird(); break; case 3: food = new Ham(); break; case 4: food = new Ribs(); break; case 5: food = new Sausage(); break; case 6: food = new Cookies(); break; case 7: food = new Muffins(3); break; case 8: food = new ApplePie(); break; case 9: food = new PeachCobbler(); break; case 10: food = new Lime(); break; } if (!m_From.AddToBackpack(food)) { m_From.SendMessage("You toss a coin in ... and food appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); food.Delete(); } else { m_From.SendMessage("You toss a coin in ... and food appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Calm: { if (0.005 > Utility.RandomDouble()) { Horse horse = new Horse(); horse.Map = m_From.Map; horse.Location = m_From.Location; if ((m_From.Followers + horse.ControlSlots) <= m_From.FollowersMax) { // set up the horse... =P horse.Controlled = true; horse.ControlMaster = m_From; horse.OwnerAbandonTime = DateTime.MinValue; horse.BondingBegin = DateTime.MinValue; horse.ControlOrder = OrderType.Follow; horse.ControlTarget = m_From; horse.Owners.Add(m_From); // seems to be new in 2.0 // horse.Loyalty = PetLoyalty.WonderfullyHappy; // doesn't work in 2.0 but seems unnecessary m_From.SendMessage("You toss a coin in ... and a horse appears!"); } else { m_From.SendMessage("You toss a coin in ... and a horse appears! But you have too many pets to control this one too. The horse runs off!"); horse.Delete(); } if (m_Fountain.Jackpot > 20) { m_Fountain.Jackpot = m_Fountain.Jackpot - 10; } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Fruit: { if (0.05 > Utility.RandomDouble()) { Item fruit = null; switch (Utility.RandomMinMax(1, 10)) { case 1: fruit = new Watermelon(); break; case 2: fruit = new Apple(); break; case 3: fruit = new Pear(); break; case 4: fruit = new Peach(); break; case 5: fruit = new Lime(); break; case 6: fruit = new Lemon(); break; case 7: fruit = new Coconut(); break; case 8: fruit = new Grapes(); break; case 9: fruit = new Bananas(); break; case 10: fruit = new Cantaloupe(); break; } if (!m_From.AddToBackpack(fruit)) { m_From.SendMessage("You toss a coin in ... and fruit appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); fruit.Delete(); } else { m_From.SendMessage("You toss a coin in ... and fruit appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } else { m_Fountain.Jackpot = 0; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } } } else { m_From.SendMessage("You don't have a coin to toss in."); } } else { m_From.SendMessage("Get closer."); } }
public override void OnDoubleClick( Mobile from ) { if ( m_sower == null || m_sower.Deleted ) m_sower = from; if ( from.Mounted && !CropHelper.CanWorkMounted ) { from.SendMessage( "You cannot harvest a crop while mounted." ); return; } if ( DateTime.Now > lastpicked.AddSeconds(1) ) // 3 seconds between picking changed to 1 sec { lastpicked = DateTime.Now; int cookingValue = (int)from.Skills[SkillName.Cooking].Value / 20; //FUTURE add two skill checks... if ( cookingValue == 0 ) { from.SendMessage( "You have no idea how to harvest this crop." ); return; } if ( from.InRange( this.GetWorldLocation(), 1 ) ) { if ( m_yield < 1 ) { from.SendMessage( "There is nothing here to harvest." ); if ( PlayerCanDestroy && !( m_sower.AccessLevel > AccessLevel.Counselor ) ) { UpRootGump g = new UpRootGump( from, this ); from.SendGump( g ); } } else //check skill and sower { from.Direction = from.GetDirectionTo( this ); from.Animate( from.Mounted ? 29:32, 5, 1, true, false, 0 ); if ( from == m_sower ) { cookingValue *= 2; m_lastvisit = DateTime.Now; } if ( cookingValue > m_yield ) cookingValue = m_yield + 1; int pick = Utility.Random( cookingValue ); if ( pick == 0 ) { from.SendMessage( "You do not manage to harvest any crops." ); return; } m_yield -= pick; from.SendMessage( "You harvest {0} crop{1}!", pick, ( pick == 1 ? "" : "s" ) ); //PublicOverheadMessage( MessageType.Regular, 0x3BD, false, string.Format( "{0}", m_yield )); ((Item)this).ItemID = pickedGraphic; Grapes crop = new Grapes( pick ); //I MODED from.AddToBackpack( crop ); if ( SowerPickTime != TimeSpan.Zero && m_lastvisit + SowerPickTime < DateTime.Now && !( m_sower.AccessLevel > AccessLevel.Counselor ) ) { this.UpRoot( from ); return; } if ( !regrowTimer.Running ) { regrowTimer.Start(); } } } else { from.SendMessage( "You are too far away to harvest anything." ); } } }
private void Restock_Callback() { if ( TotalItems < ItemsMax ) { for ( int i = TotalItems; i < ItemsMax; i++ ) { Item item = null; switch ( Utility.RandomMinMax( 1, 11 ) ) { default: case 1: item = new Grapes(); break; case 2: item = new Ham(); break; case 3: item = new CheeseWedge(); break; case 4: item = new Muffins(); break; case 5: item = new FishSteak(); break; case 6: item = new Ribs(); break; case 7: item = new CookedBird(); break; case 8: item = new Sausage(); break; case 9: item = new Apple(); break; case 10: item = new Peach(); break; case 11: item = new Bandage(); break; } if ( item != null ) DropItem( item ); } } }