示例#1
0
 /// <summary>
 /// This is called for every item that is dropped to a loot pack.
 /// Change the conditions here to add/remove Random Item Drops with REGULAR loot.
 /// </summary>
 /// <param name="item">item to be mutated</param>
 /// <param name="killer">Mobile.LastKiller</param>
 /// <param name="victim">the victim</param>
 public static bool GenerateRandomItem(Item item, Mobile killer, BaseCreature victim)
 {
     if (Enabled)
     {
         return(RunicReforging.GenerateRandomItem(item, killer, victim));
     }
     return(false);
 }
示例#2
0
        /// <summary>
        /// This is called in BaseRunicTool to ensure all items use the new system, as long as its not palyermade.
        /// </summary>
        /// <param name="item"></param>
        /// <param name="luckChance">adjusted luck chance</param>
        /// <param name="attributeCount"></param>
        /// <param name="minIntensity"></param>
        /// <param name="maxIntensity"></param>
        public static void GenerateRandomItem(Item item, int luckChance, int attributeCount, int minIntensity, int maxIntensity)
        {
            int min = attributeCount * 2 * minIntensity;

            min = min + (int)(min * ((double)Utility.RandomMinMax(1, 4) / 10));

            int max = attributeCount * 2 * maxIntensity;

            max = max + (int)(max * ((double)Utility.RandomMinMax(1, 4) / 10));

            RunicReforging.GenerateRandomItem(item, luckChance, min, max);
        }
        protected void AddLoot(Item item)
        {
            if (item == null)
            {
                return;
            }

            if (RandomItemGenerator.Enabled)
            {
                int min, max;
                TreasureMapChest.GetRandomItemStat(out min, out max);

                RunicReforging.GenerateRandomItem(item, 0, min, max);
            }

            DropItem(item);
        }
示例#4
0
        public void SpawnLoot()
        {
            List <Item> list = new List <Item>(Items);

            for (var index = 0; index < list.Count; index++)
            {
                Item item = list[index];

                item.Delete();
            }

            ColUtility.Free(list);

            int toSpawn = Utility.RandomMinMax(2, 4);

            for (int i = 0; i < toSpawn; i++)
            {
                Item item;

                if (i == 0)
                {
                    item = Loot.RandomScroll(0, Loot.MageryScrollTypes.Length, SpellbookType.Regular);
                }
                else
                {
                    item = Loot.RandomArmorOrShieldOrWeaponOrJewelry(false, false, true);

                    if (item is BaseWeapon weapon && 0.01 > Utility.RandomDouble())
                    {
                        weapon.ExtendedWeaponAttributes.AssassinHoned = 1;
                    }

                    int min = 400;
                    int max = 1400;

                    RunicReforging.GenerateRandomItem(item, 0, min, max, Map);

                    item.Hue = 1258;
                    item.AttachSocket(new EnchantedHotItemSocket(this));
                    //EnchantedHotItem.AddItem(item, this);
                }

                DropItem(item);
            }
        }
示例#5
0
        public static void Fill(LockableContainer cont, int luck, int level, bool isSos, Map map)
        {
            cont.Movable = false;
            cont.Locked  = true;
            int numberItems;

            if (level == 0)
            {
                cont.LockLevel = 0; // Can't be unlocked

                cont.DropItem(new Gold(Utility.RandomMinMax(50, 100)));

                if (Utility.RandomDouble() < 0.75)
                {
                    cont.DropItem(new TreasureMap(0, Map.Trammel));
                }
            }
            else
            {
                cont.TrapType  = TrapType.ExplosionTrap;
                cont.TrapPower = level * 25;
                cont.TrapLevel = level;

                switch (level)
                {
                case 1:
                    cont.RequiredSkill = 5;
                    break;

                case 2:
                    cont.RequiredSkill = 45;
                    break;

                case 3:
                    cont.RequiredSkill = 65;
                    break;

                case 4:
                    cont.RequiredSkill = 75;
                    break;

                case 5:
                    cont.RequiredSkill = 75;
                    break;

                case 6:
                    cont.RequiredSkill = 80;
                    break;

                case 7:
                    cont.RequiredSkill = 80;
                    break;
                }

                cont.LockLevel    = cont.RequiredSkill - 10;
                cont.MaxLockLevel = cont.RequiredSkill + 40;

                cont.DropItem(new Gold(level * 5000));

                for (int i = 0; i < level * 5; ++i)
                {
                    cont.DropItem(Loot.RandomScroll(0, 63, SpellbookType.Regular));
                }

                double propsScale = 1.0;
                if (Core.SE)
                {
                    switch (level)
                    {
                    case 1:
                        numberItems = 32;
                        propsScale  = 0.5625;
                        break;

                    case 2:
                        numberItems = 40;
                        propsScale  = 0.6875;
                        break;

                    case 3:
                        numberItems = 48;
                        propsScale  = 0.875;
                        break;

                    case 4:
                        numberItems = 56;
                        break;

                    case 5:
                        numberItems = 64;
                        break;

                    case 6:
                        numberItems = 72;
                        break;

                    case 7:
                        numberItems = 80;
                        break;

                    default:
                        numberItems = 0;
                        break;
                    }
                }
                else
                {
                    numberItems = level * 6;
                }

                for (int i = 0; i < numberItems; ++i)
                {
                    Item item;

                    if (Core.AOS)
                    {
                        item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
                    }
                    else
                    {
                        item = Loot.RandomArmorOrShieldOrWeapon();
                    }

                    if (item != null && Core.HS && RandomItemGenerator.Enabled)
                    {
                        int min, max;
                        GetRandomItemStat(out min, out max, propsScale);

                        RunicReforging.GenerateRandomItem(item, luck, min, max, map);

                        cont.DropItem(item);
                    }
                    else if (item is BaseWeapon)
                    {
                        BaseWeapon weapon = (BaseWeapon)item;

                        if (Core.AOS)
                        {
                            int attributeCount;
                            int min, max;

                            GetRandomAOSStats(out attributeCount, out min, out max);

                            BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
                        }
                        else
                        {
                            weapon.DamageLevel     = (WeaponDamageLevel)Utility.Random(6);
                            weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.Random(6);
                            weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
                        }

                        cont.DropItem(item);
                    }
                    else if (item is BaseArmor)
                    {
                        BaseArmor armor = (BaseArmor)item;

                        if (Core.AOS)
                        {
                            int attributeCount;
                            int min, max;

                            GetRandomAOSStats(out attributeCount, out min, out max);

                            BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
                        }
                        else
                        {
                            armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
                            armor.Durability      = (ArmorDurabilityLevel)Utility.Random(6);
                        }

                        cont.DropItem(item);
                    }
                    else if (item is BaseHat)
                    {
                        BaseHat hat = (BaseHat)item;

                        if (Core.AOS)
                        {
                            int attributeCount;
                            int min, max;

                            GetRandomAOSStats(out attributeCount, out min, out max);

                            BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max);
                        }

                        cont.DropItem(item);
                    }
                    else if (item is BaseJewel)
                    {
                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo((BaseJewel)item, attributeCount, min, max);

                        cont.DropItem(item);
                    }
                }
            }

            int reagents;

            if (level == 0)
            {
                reagents = 12;
            }
            else
            {
                reagents = level + 1;
            }

            for (int i = 0; i < reagents; i++)
            {
                Item item = Loot.RandomPossibleReagent();
                item.Amount = Utility.RandomMinMax(40, 60);
                cont.DropItem(item);
            }

            int gems;

            if (level == 0)
            {
                gems = 2;
            }
            else
            {
                gems = (level * 3) + 1;
            }

            for (int i = 0; i < gems; i++)
            {
                Item item = Loot.RandomGem();
                cont.DropItem(item);
            }

            if (level > 1)
            {
                Item item = Loot.Construct(m_ImbuingIngreds[Utility.Random(m_ImbuingIngreds.Length)]);

                item.Amount = level;
                cont.DropItem(item);
            }

            Item arty    = null;
            Item special = null;

            if (isSos)
            {
                if (0.004 * level > Utility.RandomDouble())
                {
                    arty = Loot.Construct(m_SOSArtifacts);
                }
                if (0.006 * level > Utility.RandomDouble())
                {
                    special = Loot.Construct(m_SOSDecor);
                }
                else if (0.009 * level > Utility.RandomDouble())
                {
                    special = new TreasureMap(Utility.RandomMinMax(level, Math.Min(7, level + 1)), cont.Map);
                }
            }
            else
            {
                if (level >= 7)
                {
                    if (0.025 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelSevenOnly);
                    }
                    else if (0.10 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelFiveToSeven);
                    }
                    else if (0.25 > Utility.RandomDouble())
                    {
                        special = GetRandomSpecial(level, cont.Map);
                    }

                    arty = Loot.Construct(m_Artifacts);
                }
                else if (level >= 6)
                {
                    if (0.025 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelFiveToSeven);
                    }
                    else if (0.10 > Utility.RandomDouble())
                    {
                        special = GetRandomSpecial(level, cont.Map);
                    }

                    arty = Loot.Construct(m_Artifacts);
                }
                else if (level >= 5)
                {
                    if (0.05 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelFiveToSeven);
                    }
                    else if (0.25 > Utility.RandomDouble())
                    {
                        special = GetRandomSpecial(level, cont.Map);
                    }
                }
                else if (.10 > Utility.RandomDouble())
                {
                    special = GetRandomSpecial(level, cont.Map);
                }
            }

            if (arty != null)
            {
                Container pack = new Backpack();
                pack.Hue = 1278;

                pack.DropItem(arty);
                cont.DropItem(pack);
            }

            if (special != null)
            {
                cont.DropItem(special);
            }

            if (Core.SA)
            {
                int rolls = 2;

                if (level >= 5)
                {
                    rolls += level - 2;
                }

                RefinementComponent.Roll(cont, rolls, 0.10);
            }
        }
示例#6
0
        public virtual void Fill()
        {
            Reset();

            List <Item> contains = new List <Item>(Items);

            foreach (var i in contains)
            {
                i.Delete();
            }

            ColUtility.Free(contains);

            for (int i = 0; i < Utility.RandomMinMax(6, 12); i++)
            {
                DropItem(Loot.RandomGem());
            }

            DropItem(new Gold(Utility.RandomMinMax(800, 1100)));

            Item item = null;

            if (0.30 > Utility.RandomDouble())
            {
                switch (Utility.Random(7))
                {
                case 0:
                    item = new Bandage(Utility.Random(10, 30)); break;

                case 1:
                    item        = new SmokeBomb();
                    item.Amount = Utility.Random(3, 6);
                    break;

                case 2:
                    item        = new InvisibilityPotion();
                    item.Amount = Utility.Random(1, 3);
                    break;

                case 3:
                    item = new Lockpick(Utility.Random(1, 10)); break;

                case 4:
                    item = new DreadHornMane(Utility.Random(1, 2)); break;

                case 5:
                    item = new Corruption(Utility.Random(1, 2)); break;

                case 6:
                    item = new Taint(Utility.Random(1, 2)); break;
                }

                DropItem(item);
            }

            if (0.25 > Utility.RandomDouble())
            {
                DropItem(new CounterfeitPlatinum());
            }

            if (0.2 > Utility.RandomDouble())
            {
                switch (Utility.Random(3))
                {
                case 0:
                    item = new ZombiePainting(); break;

                case 1:
                    item = new SkeletonPortrait(); break;

                case 2:
                    item = new LichPainting(); break;

                case 3:
                    item = new RelicOfHydros(); break;

                case 4:
                    item = new RelicOfLithos(); break;

                case 5:
                    item = new RelicOfPyros(); break;

                case 6:
                    item = new RelicOfStratos(); break;
                }

                DropItem(item);
            }

            if (0.1 > Utility.RandomDouble())
            {
                item = Loot.RandomArmorOrShieldOrWeaponOrJewelry(LootPackEntry.IsInTokuno(this), LootPackEntry.IsMondain(this), LootPackEntry.IsStygian(this));

                if (item != null)
                {
                    TreasureMapChest.GetRandomItemStat(out int min, out int max, 1.0);

                    RunicReforging.GenerateRandomItem(item, null, Utility.RandomMinMax(min, max), 0, ReforgedPrefix.None, ReforgedSuffix.Khaldun, Map);

                    DropItem(item);
                }
            }
        }
示例#7
0
        private void Fill(int level)
        {
            TrapType  = TrapType.ExplosionTrap;
            TrapPower = level * 25;
            TrapLevel = level;
            Locked    = true;

            switch (level)
            {
            case 1:
                RequiredSkill = 36;
                break;

            case 2:
                RequiredSkill = 76;
                break;

            case 3:
                RequiredSkill = 84;
                break;

            case 4:
                RequiredSkill = 92;
                break;

            case 5:
                RequiredSkill = 100;
                break;

            case 6:
                RequiredSkill = 100;
                break;
            }

            LockLevel    = RequiredSkill - 10;
            MaxLockLevel = RequiredSkill + 40;

            DropItem(new Gold(level * 200));

            for (int i = 0; i < level; ++i)
            {
                DropItem(Loot.RandomScroll(0, 63, SpellbookType.Regular));
            }

            for (int i = 0; i < level * 2; ++i)
            {
                Item item;

                if (Core.AOS)
                {
                    item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
                }
                else
                {
                    item = Loot.RandomArmorOrShieldOrWeapon();
                }

                if (item != null && Core.HS && RandomItemGenerator.Enabled)
                {
                    int min, max;
                    TreasureMapChest.GetRandomItemStat(out min, out max);

                    RunicReforging.GenerateRandomItem(item, 0, min, max);

                    DropItem(item);
                    continue;
                }

                if (item is BaseWeapon)
                {
                    BaseWeapon weapon = (BaseWeapon)item;

                    if (Core.AOS)
                    {
                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
                    }
                    else
                    {
                        weapon.DamageLevel     = (WeaponDamageLevel)Utility.Random(6);
                        weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.Random(6);
                        weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(6);
                    }

                    DropItem(item);
                }
                else if (item is BaseArmor)
                {
                    BaseArmor armor = (BaseArmor)item;

                    if (Core.AOS)
                    {
                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
                    }
                    else
                    {
                        armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(6);
                        armor.Durability      = (ArmorDurabilityLevel)Utility.Random(6);
                    }

                    DropItem(item);
                }
                else if (item is BaseHat)
                {
                    BaseHat hat = (BaseHat)item;

                    if (Core.AOS)
                    {
                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max);
                    }

                    DropItem(item);
                }
                else if (item is BaseJewel)
                {
                    int attributeCount;
                    int min, max;

                    GetRandomAOSStats(out attributeCount, out min, out max);

                    BaseRunicTool.ApplyAttributesTo((BaseJewel)item, attributeCount, min, max);

                    DropItem(item);
                }
            }

            for (int i = 0; i < level; i++)
            {
                Item item = Loot.RandomPossibleReagent();
                item.Amount = Utility.RandomMinMax(40, 60);
                DropItem(item);
            }

            for (int i = 0; i < level; i++)
            {
                Item item = Loot.RandomGem();
                DropItem(item);
            }

            DropItem(new TreasureMap(level + 1, (Siege.SiegeShard ?  Map.Felucca : Utility.RandomBool() ? Map.Felucca : Map.Trammel)));
        }
示例#8
0
        public static void Fill(Mobile from, LockableContainer cont, int level, bool isSos)
        {
            var map  = from.Map;
            var luck = from is PlayerMobile ? ((PlayerMobile)from).RealLuck : from.Luck;

            cont.Movable = false;
            cont.Locked  = true;
            int count;

            if (level == 0)
            {
                cont.LockLevel = 0; // Can't be unlocked

                cont.DropItem(new Gold(Utility.RandomMinMax(50, 100)));

                if (Utility.RandomDouble() < 0.75)
                {
                    cont.DropItem(new TreasureMap(0, Map.Trammel));
                }
            }
            else
            {
                cont.TrapType  = TrapType.ExplosionTrap;
                cont.TrapPower = level * 25;
                cont.TrapLevel = level;

                switch (level)
                {
                case 1:
                    cont.RequiredSkill = 5;
                    break;

                case 2:
                    cont.RequiredSkill = 45;
                    break;

                case 3:
                    cont.RequiredSkill = 65;
                    break;

                case 4:
                    cont.RequiredSkill = 75;
                    break;

                case 5:
                    cont.RequiredSkill = 75;
                    break;

                case 6:
                    cont.RequiredSkill = 80;
                    break;

                case 7:
                    cont.RequiredSkill = 80;
                    break;
                }

                cont.LockLevel    = cont.RequiredSkill - 10;
                cont.MaxLockLevel = cont.RequiredSkill + 40;

                #region Gold
                cont.DropItem(new Gold(isSos ? level * 10000 : level * 5000));
                #endregion

                #region Scrolls
                if (isSos)
                {
                    switch (level)
                    {
                    default: count = 20; break;

                    case 0:
                    case 1: count = Utility.RandomMinMax(2, 5); break;

                    case 2: count = Utility.RandomMinMax(10, 15); break;
                    }
                }
                else
                {
                    count = level * 5;
                }

                for (int i = 0; i < count; ++i)
                {
                    cont.DropItem(Loot.RandomScroll(0, 63, SpellbookType.Regular));
                }
                #endregion

                #region Magical Items
                double propsScale = 1.0;

                switch (level)
                {
                case 1:
                    count      = isSos ? Utility.RandomMinMax(2, 6) : 32;
                    propsScale = 0.5625;
                    break;

                case 2:
                    count      = isSos ? Utility.RandomMinMax(10, 15) : 40;
                    propsScale = 0.6875;
                    break;

                case 3:
                    count      = isSos ? Utility.RandomMinMax(15, 20) : 48;
                    propsScale = 0.875;
                    break;

                case 4:
                    count = isSos ? Utility.RandomMinMax(15, 20) : 56;
                    break;

                case 5:
                    count = isSos ? Utility.RandomMinMax(15, 20) : 64;
                    break;

                case 6:
                    count = isSos ? Utility.RandomMinMax(15, 20) : 72;
                    break;

                case 7:
                    count = isSos ? Utility.RandomMinMax(15, 20) : 80;
                    break;

                default:
                    count = 0;
                    break;
                }

                for (int i = 0; i < count; ++i)
                {
                    Item item;

                    item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();

                    if (item != null && RandomItemGenerator.Enabled)
                    {
                        int min, max;
                        GetRandomItemStat(out min, out max, propsScale);

                        RunicReforging.GenerateRandomItem(item, luck, min, max, map);

                        cont.DropItem(item);
                    }
                    else if (item is BaseWeapon)
                    {
                        BaseWeapon weapon = (BaseWeapon)item;

                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);

                        cont.DropItem(item);
                    }
                    else if (item is BaseArmor)
                    {
                        BaseArmor armor = (BaseArmor)item;

                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);

                        cont.DropItem(item);
                    }
                    else if (item is BaseHat)
                    {
                        BaseHat hat = (BaseHat)item;

                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo(hat, attributeCount, min, max);

                        cont.DropItem(item);
                    }
                    else if (item is BaseJewel)
                    {
                        int attributeCount;
                        int min, max;

                        GetRandomAOSStats(out attributeCount, out min, out max);

                        BaseRunicTool.ApplyAttributesTo((BaseJewel)item, attributeCount, min, max);

                        cont.DropItem(item);
                    }
                }
            }
            #endregion

            #region Reagents
            if (isSos)
            {
                switch (level)
                {
                default: count = Utility.RandomMinMax(45, 60); break;

                case 0:
                case 1: count = Utility.RandomMinMax(15, 20); break;

                case 2: count = Utility.RandomMinMax(25, 40); break;
                }
            }
            else
            {
                count = level == 0 ? 12 : Utility.RandomMinMax(40, 60) * (level + 1);
            }

            for (int i = 0; i < count; i++)
            {
                cont.DropItemStacked(Loot.RandomPossibleReagent());
            }
            #endregion

            #region Gems
            if (level == 0)
            {
                count = 2;
            }
            else
            {
                count = (level * 3) + 1;
            }

            for (int i = 0; i < count; i++)
            {
                cont.DropItem(Loot.RandomGem());
            }
            #endregion

            #region Imbuing Ingreds
            if (level > 1)
            {
                Item item = Loot.Construct(m_ImbuingIngreds[Utility.Random(m_ImbuingIngreds.Length)]);

                item.Amount = level;
                cont.DropItem(item);
            }
            #endregion

            Item arty    = null;
            Item special = null;

            if (isSos)
            {
                if (0.004 * level > Utility.RandomDouble())
                {
                    arty = Loot.Construct(m_SOSArtifacts);
                }
                if (0.006 * level > Utility.RandomDouble())
                {
                    special = Loot.Construct(m_SOSDecor);
                }
                else if (0.009 * level > Utility.RandomDouble())
                {
                    special = new TreasureMap(Utility.RandomMinMax(level, Math.Min(7, level + 1)), cont.Map);
                }
            }
            else
            {
                if (level >= 7)
                {
                    if (0.025 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelSevenOnly);
                    }
                    else if (0.10 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelFiveToSeven);
                    }
                    else if (0.25 > Utility.RandomDouble())
                    {
                        special = GetRandomSpecial(level, cont.Map);
                    }

                    arty = Loot.Construct(m_Artifacts);
                }
                else if (level >= 6)
                {
                    if (0.025 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelFiveToSeven);
                    }
                    else if (0.20 > Utility.RandomDouble())
                    {
                        special = GetRandomSpecial(level, cont.Map);
                    }

                    arty = Loot.Construct(m_Artifacts);
                }
                else if (level >= 5)
                {
                    if (0.005 > Utility.RandomDouble())
                    {
                        special = Loot.Construct(m_LevelFiveToSeven);
                    }
                    else if (0.15 > Utility.RandomDouble())
                    {
                        special = GetRandomSpecial(level, cont.Map);
                    }
                }
                else if (.10 > Utility.RandomDouble())
                {
                    special = GetRandomSpecial(level, cont.Map);
                }
            }

            if (arty != null)
            {
                Container pack = new Backpack();
                pack.Hue = 1278;

                pack.DropItem(arty);
                cont.DropItem(pack);
            }

            if (special != null)
            {
                cont.DropItem(special);
            }

            int rolls = 2;

            if (level >= 5)
            {
                rolls += level - 2;
            }

            RefinementComponent.Roll(cont, rolls, 0.10);
        }