public static void Fill(LockableContainer cont, int level) { cont.Movable = false; cont.TrapEnabled = false; cont.Locked = false; int bandies = CoreAI.SpiritDepotBandies; int ghpots = CoreAI.SpiritDepotGHPots; int regs = CoreAI.SpiritDepotReagents; int trpots = CoreAI.SpiritDepotTRPots; Item item = null; // add a couple lesser explosion potions // these are for batteling hiders in the cave and not for damage for (int ix = 0; ix < 2; ix++) { item = new LesserExplosionPotion(); cont.DropItem(item); } // add bandages item = new Bandage(bandies); cont.DropItem(item); // add greater heal potions for (int ix = 0; ix < ghpots; ix++) { item = new GreaterHealPotion(); cont.DropItem(item); } // add total refresh potions for (int ix = 0; ix < trpots; ix++) { item = new TotalRefreshPotion(); cont.DropItem(item); } // drop reagents cont.DropItem(new BagOfReagents(regs)); // drop res scroll cont.DropItem(new ResurrectionScroll()); return; }
private void FinishLaunch(object state) { object[] states = (object[])state; Mobile from = (Mobile)states[0]; Point3D endHeadLoc = (Point3D)states[1]; Map map = (Map)states[2]; if (map == null || map == Map.Internal) { return; } if (m_Type != AmbushTrapType.Cage) { if (m_Type == AmbushTrapType.Poison) { PoisonExplosionPotion Epot = new PoisonExplosionPotion(); Epot.Movable = true; Epot.MoveToWorld(endHeadLoc, map); Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); } else if (m_Type == AmbushTrapType.Explosion) { ExplosionPotion Epot = new ExplosionPotion(); Epot.Movable = true; Epot.MoveToWorld(endHeadLoc, map); Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); } else { LesserExplosionPotion Epot = new LesserExplosionPotion(); Epot.Movable = true; Epot.MoveToWorld(endHeadLoc, map); Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); } } }
public static void Fill( LockableContainer cont, int level ) { cont.Movable = false; cont.TrapEnabled = false; cont.Locked = false; int bandies = CoreAI.SpiritDepotBandies; int ghpots = CoreAI.SpiritDepotGHPots; int regs = CoreAI.SpiritDepotReagents; int trpots = CoreAI.SpiritDepotTRPots; Item item = null; // add a couple lesser explosion potions // these are for batteling hiders in the cave and not for damage for( int ix=0; ix < 2; ix++ ) { item = new LesserExplosionPotion(); cont.DropItem(item); } // add bandages item = new Bandage(bandies); cont.DropItem(item); // add greater heal potions for( int ix=0; ix < ghpots; ix++ ) { item = new GreaterHealPotion(); cont.DropItem(item); } // add total refresh potions for( int ix=0; ix < trpots; ix++ ) { item = new TotalRefreshPotion(); cont.DropItem(item); } // drop reagents cont.DropItem( new BagOfReagents( regs ) ); // drop res scroll cont.DropItem( new ResurrectionScroll() ); return; }
public BasePotion FillBottle() { BasePotion pot; switch (m_Type) { default: case PotionEffect.Nightsight: pot = new NightSightPotion(); break; case PotionEffect.CureLesser: pot = new LesserCurePotion(); break; case PotionEffect.Cure: pot = new CurePotion(); break; case PotionEffect.CureGreater: pot = new GreaterCurePotion(); break; case PotionEffect.Agility: pot = new AgilityPotion(); break; case PotionEffect.AgilityGreater: pot = new GreaterAgilityPotion(); break; case PotionEffect.Strength: pot = new StrengthPotion(); break; case PotionEffect.StrengthGreater: pot = new GreaterStrengthPotion(); break; case PotionEffect.PoisonLesser: pot = new LesserPoisonPotion(); break; case PotionEffect.Poison: pot = new PoisonPotion(); break; case PotionEffect.PoisonGreater: pot = new GreaterPoisonPotion(); break; case PotionEffect.PoisonDeadly: pot = new DeadlyPoisonPotion(); break; case PotionEffect.Refresh: pot = new RefreshPotion(); break; case PotionEffect.RefreshGreater: pot = new GreaterRefreshPotion(); break; case PotionEffect.HealLesser: pot = new LesserHealPotion(); break; case PotionEffect.Heal: pot = new HealPotion(); break; case PotionEffect.HealGreater: pot = new GreaterHealPotion(); break; case PotionEffect.ExplosionLesser: pot = new LesserExplosionPotion(); break; case PotionEffect.Explosion: pot = new ExplosionPotion(); break; case PotionEffect.ExplosionGreater: pot = new GreaterExplosionPotion(); break; case PotionEffect.Conflagration: pot = new ConflagrationPotion(); break; case PotionEffect.ConflagrationGreater: pot = new GreaterConflagrationPotion(); break; case PotionEffect.MaskOfDeath: pot = new MaskOfDeathPotion(); break; case PotionEffect.MaskOfDeathGreater: pot = new GreaterMaskOfDeathPotion(); break; case PotionEffect.ConfusionBlast: pot = new ConfusionBlastPotion(); break; case PotionEffect.ConfusionBlastGreater: pot = new GreaterConfusionBlastPotion(); break; case PotionEffect.Invisibility: pot = new InvisibilityPotion(); break; case PotionEffect.ParasiticPoison: pot = new ParasiticPotion(); break; case PotionEffect.DarkglowPoison: pot = new DarkglowPotion(); break; } return(pot); }
private void FinishLaunch( object state ) { object[] states = (object[])state; Mobile from = (Mobile)states[0]; Point3D endHeadLoc = (Point3D)states[1]; Map map = (Map)states[2]; if ( map == null || map == Map.Internal ) return; if ( m_Type != AmbushTrapType.Cage ) { if ( m_Type == AmbushTrapType.Poison ) { PoisonExplosionPotion Epot = new PoisonExplosionPotion(); Epot.Movable = true; Epot.MoveToWorld( endHeadLoc, map ); Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); } else if ( m_Type == AmbushTrapType.Explosion ) { ExplosionPotion Epot = new ExplosionPotion(); Epot.Movable = true; Epot.MoveToWorld( endHeadLoc, map ); Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); } else { LesserExplosionPotion Epot = new LesserExplosionPotion(); Epot.Movable = true; Epot.MoveToWorld( endHeadLoc, map ); Epot.Explode(from, false, Epot.GetWorldLocation(), Epot.Map); } } }
public BasePotion FillBottle() { BasePotion pot; switch (m_Type) { default: case PotionEffect.Nightsight: pot = new NightSightPotion(); break; case PotionEffect.CureLesser: pot = new LesserCurePotion(); break; case PotionEffect.Cure: pot = new CurePotion(); break; case PotionEffect.CureGreater: pot = new GreaterCurePotion(); break; case PotionEffect.Agility: pot = new AgilityPotion(); break; case PotionEffect.AgilityGreater: pot = new GreaterAgilityPotion(); break; case PotionEffect.Strength: pot = new StrengthPotion(); break; case PotionEffect.StrengthGreater: pot = new GreaterStrengthPotion(); break; case PotionEffect.PoisonLesser: pot = new LesserPoisonPotion(); break; case PotionEffect.Poison: pot = new PoisonPotion(); break; case PotionEffect.PoisonGreater: pot = new GreaterPoisonPotion(); break; case PotionEffect.PoisonDeadly: pot = new DeadlyPoisonPotion(); break; case PotionEffect.Refresh: pot = new RefreshPotion(); break; case PotionEffect.RefreshTotal: pot = new TotalRefreshPotion(); break; case PotionEffect.HealLesser: pot = new LesserHealPotion(); break; case PotionEffect.Heal: pot = new HealPotion(); break; case PotionEffect.HealGreater: pot = new GreaterHealPotion(); break; case PotionEffect.ExplosionLesser: pot = new LesserExplosionPotion(); break; case PotionEffect.Explosion: pot = new ExplosionPotion(); break; case PotionEffect.ExplosionGreater: pot = new GreaterExplosionPotion(); break; case PotionEffect.Conflagration: pot = new ConflagrationPotion(); break; case PotionEffect.ConflagrationGreater: pot = new GreaterConflagrationPotion(); break; case PotionEffect.MaskOfDeath: pot = new MaskOfDeathPotion(); break; case PotionEffect.MaskOfDeathGreater: pot = new GreaterMaskOfDeathPotion(); break; case PotionEffect.ConfusionBlast: pot = new ConfusionBlastPotion(); break; case PotionEffect.ConfusionBlastGreater: pot = new GreaterConfusionBlastPotion(); break; } if (this.Cheater_Name != null) { pot.Cheater_Name = this.Cheater_Name; } return(pot); }