#W# Creating rewards for quests.

This commit is contained in:
WarrentyExpired 2026-07-23 11:54:29 -04:00
parent 774e003943
commit f2894f2f70
5 changed files with 335 additions and 3 deletions

View file

@ -8,6 +8,7 @@ namespace Server.Items
{
private PotionEffect m_Type;
private int m_Held;
public virtual int MaxCapacity { get { return 100; } }
[CommandProperty( AccessLevel.GameMaster )]
public int Held
@ -161,7 +162,7 @@ namespace Server.Items
number = 502255; // The keg is about three quarters full.
else if ( m_Held < 96 )
number = 502256; // The keg is very full.
else if ( m_Held < 100 )
else if ( m_Held < MaxCapacity )
number = 502257; // The liquid is almost to the top of the keg.
else
number = 502258; // The keg is completely full.
@ -218,7 +219,7 @@ namespace Server.Items
if ( item is BasePotion )
{
BasePotion pot = (BasePotion)item;
int toHold = Math.Min( 100 - m_Held, pot.Amount );
int toHold = Math.Min( MaxCapacity - m_Held, pot.Amount );
if ( toHold <= 0 )
@ -341,4 +342,4 @@ namespace Server.Items
TileData.ItemTable[0x1940].Height = 4;
}
}
}
}

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@ -0,0 +1,47 @@
using System;
using Server;
using Server.Items;
namespace Server.Items
{
public class BottomlessPotionKeg : PotionKeg
{
public override int MaxCapacity { get { return 500; } }
[Constructable]
public BottomlessPotionKeg() : base()
{
Hue = 1161; // Glowing Blaze hue
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
list.Add( 1049644, "Bottomless (500 Max)" ); // Displays as: [ Bottomless (500 Max) ]
}
public override void OnSingleClick( Mobile from )
{
base.OnSingleClick( from );
this.LabelTo( from, "[Bottomless (500 Max)]" );
}
public BottomlessPotionKeg( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}

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@ -0,0 +1,104 @@
using System;
using Server;
using Server.Targeting;
namespace Server.Items
{
public class RareClothingDye : Item
{
private int m_DyeHue;
[CommandProperty( AccessLevel.GameMaster )]
public int DyeHue
{
get { return m_DyeHue; }
set { m_DyeHue = value; InvalidateProperties(); }
}
[Constructable]
public RareClothingDye() : this( Utility.RandomList( 1, 1150, 1154, 1157, 1161, 1166, 1175, 1254 ) )
{
}
[Constructable]
public RareClothingDye( int hue ) : base( 0xE27 ) // Round bottle graphic
{
Weight = 1.0;
m_DyeHue = hue;
Hue = m_DyeHue;
Name = "a vial of rare clothing dye";
}
public override void OnDoubleClick( Mobile from )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1042001 );
return;
}
from.SendMessage( "Target the piece of clothing you wish to magically dye." );
from.Target = new InternalTarget( this );
}
private class InternalTarget : Target
{
private RareClothingDye m_Dye;
public InternalTarget( RareClothingDye dye ) : base( 1, false, TargetFlags.None )
{
m_Dye = dye;
}
protected override void OnTarget( Mobile from, object targeted )
{
if ( m_Dye.Deleted ) return;
if ( !m_Dye.IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1042001 );
return;
}
if ( targeted is BaseClothing )
{
BaseClothing clothing = (BaseClothing)targeted;
// Ensure the player actually owns the item they are trying to dye
if ( !clothing.IsChildOf( from.Backpack ) && clothing.Parent != from )
{
from.SendMessage( 33, "You must be holding or wearing that item to dye it." );
return;
}
clothing.Hue = m_Dye.DyeHue;
from.PlaySound( 0x23E );
from.SendMessage( 63, "The magical dye seeps into the fabric, altering its color completely." );
m_Dye.Delete();
}
else
{
from.SendMessage( 33, "This magical dye will only adhere to fabrics and clothing." );
}
}
}
public RareClothingDye( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) m_DyeHue );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_DyeHue = reader.ReadInt();
}
}
}

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@ -0,0 +1,75 @@
using System;
using Server;
using Server.Mobiles;
namespace Server.Items
{
public class RareHairDye : Item
{
private int m_DyeHue;
[CommandProperty( AccessLevel.GameMaster )]
public int DyeHue
{
get { return m_DyeHue; }
set { m_DyeHue = value; InvalidateProperties(); }
}
[Constructable]
public RareHairDye() : this( Utility.RandomList( 1, 1150, 1154, 1157, 1161, 1166, 1175, 1254 ) )
{
}
[Constructable]
public RareHairDye( int hue ) : base( 0xE26 ) // Clear bottle graphic
{
Weight = 1.0;
m_DyeHue = hue;
Hue = m_DyeHue; // The bottle itself will display the rare color!
Name = "a vial of rare hair dye";
}
public override void OnDoubleClick( Mobile from )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
return;
}
if ( from.HairItemID == 0 && from.FacialHairItemID == 0 )
{
from.SendMessage( 33, "You have no hair to dye!" );
return;
}
if ( from.HairItemID != 0 )
from.HairHue = m_DyeHue;
if ( from.FacialHairItemID != 0 )
from.FacialHairHue = m_DyeHue;
from.PlaySound( 0x246 ); // Magical splash sound
from.SendMessage( 63, "You wash your hair with the rare dye, permanently changing its color!" );
this.Delete();
}
public RareHairDye( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( (int) m_DyeHue );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_DyeHue = reader.ReadInt();
}
}
}

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@ -0,0 +1,105 @@
using System;
using Server;
using Server.Mobiles;
namespace Server.Items
{
public class ScavengersCoin : Item
{
private DateTime m_NextUse;
[CommandProperty( AccessLevel.GameMaster )]
public DateTime NextUse
{
get { return m_NextUse; }
set { m_NextUse = value; }
}
[Constructable]
public ScavengersCoin() : base( 0x1096 )
{
Name = "Scavenger's Coin";
Weight = 1.0;
Hue = 1175; // A shadowy charcoal hue to fit the stealth theme
}
public override void OnDoubleClick( Mobile from )
{
// 1. Must be in their backpack
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1042001 ); // "That must be in your pack for you to use it."
return;
}
if ( DateTime.UtcNow < m_NextUse )
{
TimeSpan wait = m_NextUse - DateTime.UtcNow;
from.SendMessage( 33, String.Format( "You must wait {0} minutes and {1} seconds before using this again.", wait.Minutes, wait.Seconds ) );
return;
}
SkillMod hideMod = new DefaultSkillMod( SkillName.Hiding, true, 100.0 );
SkillMod stealthMod = new DefaultSkillMod( SkillName.Stealth, true, 100.0 );
from.Hidden = true;
from.UseSkill( SkillName.Stealth );
from.AddSkillMod( hideMod );
from.AddSkillMod( stealthMod );
m_NextUse = DateTime.UtcNow + TimeSpan.FromMinutes( 5 );
from.PlaySound( 0x3CA );
from.FixedParticles( 0x376A, 9, 32, 5005, EffectLayer.Waist );
from.SendMessage( 63, "You flip the coin and are enveloped in unnatural shadows for 60 seconds." );
new ScavengerTimer( from, hideMod, stealthMod ).Start();
}
// --- The Custom Countdown Timer ---
private class ScavengerTimer : Timer
{
private Mobile m_Mobile;
private SkillMod m_HideMod;
private SkillMod m_StealthMod;
public ScavengerTimer( Mobile m, SkillMod hide, SkillMod stealth ) : base( TimeSpan.FromSeconds( 60 ) )
{
m_Mobile = m;
m_HideMod = hide;
m_StealthMod = stealth;
// Priority dictates how strictly the server keeps track of this timer on the main thread
Priority = TimerPriority.OneSecond;
}
protected override void OnTick()
{
// When 60 seconds are up, this code fires
if ( m_Mobile != null )
{
m_Mobile.RemoveSkillMod( m_HideMod );
m_Mobile.RemoveSkillMod( m_StealthMod );
m_Mobile.SendMessage( 33, "The magical shadows fade away, returning your skills to normal." );
}
}
}
public ScavengersCoin( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
// We save the cooldown time so players can't just log out and back in to reset it
writer.Write( m_NextUse );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_NextUse = reader.ReadDateTime();
}
}
}