Too much errors in Guardian Room, it is deleted to leave place for a new one.
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4 changed files with 0 additions and 1095 deletions
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@ -1,87 +0,0 @@
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using System;
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using Server;
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using Server.Items;
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using Server.Engines.Doom;
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namespace Server.Mobiles
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{
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[CorpseName( "a dark guardians' corpse" )]
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public class DarkGuardian : BaseCreature
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{
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[Constructable]
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public DarkGuardian() : base( AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4 )
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{
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Name = "a dark guardian";
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Body = 78;
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BaseSoundID = 0x3E9;
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SetStr( 125, 150 );
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SetDex( 100, 120 );
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SetInt( 200, 235 );
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SetHits( 150, 180 );
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SetDamage( 43, 48 );
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SetDamageType( ResistanceType.Physical, 10 );
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SetDamageType( ResistanceType.Cold, 40 );
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SetDamageType( ResistanceType.Energy, 50 );
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SetResistance( ResistanceType.Physical, 40, 50 );
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SetResistance( ResistanceType.Fire, 20, 45 );
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SetResistance( ResistanceType.Cold, 50, 60 );
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SetResistance( ResistanceType.Poison, 20, 45 );
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SetResistance( ResistanceType.Energy, 30, 40 );
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SetSkill( SkillName.EvalInt, 40.1, 50);
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SetSkill( SkillName.Magery, 50.1, 60.0 );
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SetSkill( SkillName.Meditation, 85.1, 95.0 );
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SetSkill( SkillName.MagicResist, 50.1, 70.0 );
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SetSkill( SkillName.Tactics, 50.1, 70.0 );
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Fame = 5000;
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Karma = -5000;
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VirtualArmor = 50;
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PackNecroReg( 15, 25 );
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PackItem( new DaemonBone( 30 ) );
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}
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public DarkGuardian( Serial serial ) : base( serial )
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{
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}
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public override void GenerateLoot()
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{
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AddLoot( LootPack.Rich );
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AddLoot( LootPack.MedScrolls, 2 );
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}
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public override OppositionGroup OppositionGroup
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{
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get{ return OppositionGroup.FeyAndUndead; }
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}
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public override int TreasureMapLevel{ get{ return 2; } }
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public override bool BleedImmune{ get{ return true; } }
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public override Poison PoisonImmune{ get{ return Poison.Lethal; } }
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public override bool Unprovokable { get { return true; } }
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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if ( Region is GuardianRoomRegion )
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Delete();
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}
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}
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}
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@ -1,599 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Regions;
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using Server.Commands;
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namespace Server.Engines.Doom
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{
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public class GuardianRoomRegion : BaseRegion
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{
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private static GuardianRoomRegion m_Region;
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public static void Initialize()
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{
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CommandSystem.Register( "GenGuardianRoom", AccessLevel.Administrator, new CommandEventHandler( GenRoom_OnCommand ) );
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}
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[Usage( "GenGuardianRoom" )]
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[Description( "Generates guardian room in doom." )]
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public static void GenRoom_OnCommand( CommandEventArgs e )
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{
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e.Mobile.SendMessage( "Generating room, please wait." );
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int count = 0;
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// doors
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MetalDoor north = FindItem( new GuardianRoomDoor( DoorFacing.NorthCCW ), 0, 355, 14, -1, Map.Malas, ref count ) as MetalDoor;
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MetalDoor south = FindItem( new GuardianRoomDoor( DoorFacing.SouthCW ), 0, 355, 15, -1, Map.Malas, ref count ) as MetalDoor;
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if ( north != null && south != null )
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{
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north.Link = south;
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south.Link = north;
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}
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// pentagram center
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FindItem( new Static( 0xFEA ), 0x835, 365, 15, -1, Map.Malas, ref count );
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// ghost teleporters
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Teleporter tele;
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tele = FindItem( new GhostTeleporter(), 0x835, 354, 14, -1, Map.Malas, ref count ) as Teleporter;
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if ( tele != null )
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{
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tele.PointDest = new Point3D( 349, 176, 14 );
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tele.MapDest = Map.Malas;
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}
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tele = FindItem( new GhostTeleporter(), 0x835, 354, 15, -1, Map.Malas, ref count ) as Teleporter;
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if ( tele != null )
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{
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tele.PointDest = new Point3D( 349, 176, 14 );
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tele.MapDest = Map.Malas;
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}
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// treasure chest spawner
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Spawner spawner = new Spawner( 3, 1, 5, 0, 9, "GuardianTreasureChest" );
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spawner = FindItem( spawner, 0, 365, 15, 0, Map.Malas, ref count ) as Spawner;
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if ( spawner != null )
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{
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spawner.Movable = false;
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spawner.Respawn();
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}
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if ( count > 0 )
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e.Mobile.SendMessage( "Room generating complete. {0} items were generated.", count );
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else
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e.Mobile.SendMessage( "Room generating complete. No changes neccessary." );
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}
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public static Item FindItem( Item item, int hue, int x, int y, int z, Map map, ref int count )
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{
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Point3D p = new Point3D( x, y, z );
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Type type = item.GetType();
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foreach ( Item i in map.GetItemsInRange( p, 0 ) )
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{
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if ( i.GetType() == type && i.ItemID == item.ItemID && i.Hue == hue )
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{
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item.Delete();
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return i;
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}
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}
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count++;
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item.MoveToWorld( p, map );
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if ( hue > 0 )
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item.Hue = hue;
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return item;
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}
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private BaseDoor m_Door;
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private List<Mobile> m_Dead;
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private Timer m_Timer;
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private int m_LightLevel;
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public List<Mobile> Dead
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{
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get { return m_Dead; }
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}
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public bool Active
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{
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get { return m_Timer != null && m_Timer.Running; }
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}
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private static Rectangle2D[] m_Bounds = new Rectangle2D[]
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{
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new Rectangle2D( new Point2D( 356, 5 ), new Point2D( 375, 25 ) )
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};
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public GuardianRoomRegion( BaseDoor door ) : base( "NorthDoomPoisonRoom", Map.Malas, 51, m_Bounds )
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{
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m_Door = door;
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m_Dead = new List<Mobile>();
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m_LightLevel = LightCycle.DungeonLevel;
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m_Guardians = new List<Mobile>();
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ExcludeFromParentSpawns = true;
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}
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public override void OnEnter( Mobile m )
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{
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if ( !Active && IsTrappable( m, true ) )
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m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( Utility.RandomMinMax( 5, 35 ) ), new TimerCallback( StartTrap ) );
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}
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public override void OnDeath( Mobile m )
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{
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base.OnDeath( m );
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if ( m.IsDeadBondedPet || ( m.Player && m.AccessLevel == AccessLevel.Player ) )
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m_Dead.Add( m );
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if ( m is DarkGuardian )
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m_Guardians.Remove( m );
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if ( m_Guardians.Count == 0 )
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Timer.DelayCall( TimeSpan.FromSeconds( 5 ), new TimerCallback( StopTrap ) );
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List<Mobile> list = GetPoisonableMobiles();
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list.Remove( m );
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if ( list.Count == 0 )
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Timer.DelayCall( TimeSpan.FromSeconds( 5 ), new TimerCallback( StopTrap ) );
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}
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public override void AlterLightLevel( Mobile m, ref int global, ref int personal )
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{
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global = m_LightLevel;
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}
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public virtual void PoisonMobiles( Poison poison, int ticks )
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{
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List<Mobile> list = GetPoisonableMobiles();
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int number = 0;
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int hue = 0x485;
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if ( ticks % 12 == 0 ) // every 60 seconds
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{
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switch ( poison.Level )
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{
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// It is becoming more difficult for you to breathe as the poisons in the room become more concentrated.
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case 1: number = 1050001; break;
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// You begin to panic as the poison clouds thicken.
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case 2: number = 1050003; break;
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// Terror grips your spirit as you realize you may never leave this room alive.
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case 3: number = 1050056; break;
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case 4:
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if ( ticks < 50 )
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{
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number = 1050057; // The end is near. You feel hopeless and desolate. The poison is beginning to stiffen your muscles.
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}
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else
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{
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hue = 0x23F3;
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number = 1062091; // The poison is becoming too much for you to bear. You fear that you may die at any moment.
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}
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break;
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}
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}
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foreach ( Mobile m in list )
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{
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if ( m.Player && number > 0 )
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m.SendLocalizedMessage( number, null, hue );
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if ( ( m.Poison == null || m.Poison.Level < poison.Level ) )
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m.ApplyPoison( null, poison );
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}
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}
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public virtual void HurtMobiles( int level )
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{
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foreach ( Mobile m in GetPoisonableMobiles() )
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{
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if ( m.Player )
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{
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m.Say( 1062092 ); // Your body reacts violently from the pain.
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m.Animate( 32, 5, 1, true, false, 0 );
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}
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m.Damage( Utility.Random( 15, 20 ) );
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if ( level >= 10 )
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m.Kill();
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}
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}
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public virtual List<Mobile> GetPoisonableMobiles()
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{
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List<Mobile> list = new List<Mobile>();
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foreach ( Mobile m in GetMobiles() )
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{
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if ( IsTrappable( m, false ) )
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list.Add( m );
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}
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return list;
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}
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public virtual bool IsTrappable( Mobile m, bool trapStart )
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{
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if ( m.Alive )
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{
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if ( m.Player && m.AccessLevel == AccessLevel.Player )
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return true;
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BaseCreature bc = m as BaseCreature;
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if ( bc != null )
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{
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Mobile master = null;
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if ( bc.Controlled && bc.ControlMaster != null )
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master = bc.ControlMaster;
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else if ( !trapStart && bc.Summoned && bc.SummonMaster != null )
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master = bc.SummonMaster;
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if ( master != null )
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return master.Player && master.AccessLevel == AccessLevel.Player;
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}
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}
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return false;
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}
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public virtual bool CanStart( List<Mobile> list )
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{
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foreach ( Mobile m in list )
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if ( IsTrappable( m, true ) )
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return true;
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return false;
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}
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public virtual void RestartTrap()
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{
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if ( !Active )
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StartTrap();
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}
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public virtual void StartTrap()
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{
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List<Mobile> list = GetPoisonableMobiles();
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if ( !CanStart( list ) )
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return;
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m_Timer = new PoisonRoomTimer( this );
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m_Timer.Start();
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if ( m_Door != null )
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{
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m_Door.Locked = true;
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m_Door.Open = false;
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if ( m_Door.Link != null )
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{
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m_Door.Link.Locked = true;
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m_Door.Link.Open = false;
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Effects.PlaySound( m_Door.Link.Location, Map, 0x1FF );
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}
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Effects.PlaySound( m_Door.Location, Map, 0x1FF );
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}
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foreach ( Mobile m in list )
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m.SendLocalizedMessage( 1050000, null, 0x41 ); // The locks on the door click loudly and you begin to hear a faint hissing near the walls.
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for ( int i = m_Dead.Count - 1; i >= 0; i-- )
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if ( m_Dead[ i ].Alive )
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m_Dead.RemoveAt( i );
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SpawnGuardians( list.Count * 2 );
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}
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public virtual void StopTrap()
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{
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Timer.DelayCall( TimeSpan.FromSeconds( Utility.RandomMinMax( 30, 60 ) ), new TimerCallback( RestartTrap ) );
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if ( m_Door != null )
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{
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m_Door.Locked = false;
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if ( m_Door.Link != null )
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{
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m_Door.Link.Locked = false;
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Effects.PlaySound( m_Door.Link.Location, Map, 0x1FF );
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}
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Effects.PlaySound( m_Door.Location, Map, 0x1FF );
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}
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if ( m_Timer != null && m_Timer.Running )
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m_Timer.Stop();
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foreach ( Mobile m in GetPlayers() )
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m.SendLocalizedMessage( 1050055, null, 0x41 ); // You hear the doors unlocking and the hissing stops.
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ClearGuardians();
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}
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#region Spawns
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private List<Mobile> m_Guardians;
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public void SpawnGuardians( int amount )
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{
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for ( int i = 0; i < amount; ++i )
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{
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DarkGuardian guardian = new DarkGuardian();
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switch ( Utility.Random( 4 ) )
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{
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case 0: guardian.MoveToWorld( new Point3D( 364, 15, -1 ), Map.Malas ); break;
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case 1: guardian.MoveToWorld( new Point3D( 366, 15, -1 ), Map.Malas ); break;
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case 2: guardian.MoveToWorld( new Point3D( 365, 14, -1 ), Map.Malas ); break;
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case 3: guardian.MoveToWorld( new Point3D( 365, 16, -1 ), Map.Malas ); break;
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}
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m_Guardians.Add( guardian );
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}
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}
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public void ClearGuardians()
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{
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foreach ( Mobile m in m_Guardians )
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{
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if ( m.Alive && !m.Deleted )
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{
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Effects.SendLocationParticles( EffectItem.Create( m.Location, m.Map, EffectItem.DefaultDuration ), 0x3728, 8, 20, 5042 );
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Effects.PlaySound( m, m.Map, 0x201 );
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m.Delete();
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}
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}
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m_Guardians.Clear();
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}
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#endregion
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#region Effects
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private static Point3D[] m_GasLocations = new Point3D[]
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{
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// west
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new Point3D( 356, 7, -1 ), new Point3D( 356, 13, -1 ),
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new Point3D( 356, 16, -1 ), new Point3D( 356, 22, -1 ),
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// north
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new Point3D( 358, 6, -1 ), new Point3D( 363, 6, -1 ),
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new Point3D( 368, 6, -1 ), new Point3D( 373, 6, -1 )
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};
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public virtual void DoGasEffect()
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{
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for ( int i = Utility.RandomMinMax( 2, 4 ); i > 0; i-- )
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{
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int pos = Utility.Random( m_GasLocations.Length );
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int itemID;
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if ( pos <= 3 )
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itemID = 0x1145;
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else
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itemID = 0x113A;
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Effects.SendLocationParticles( EffectItem.Create( m_GasLocations[ pos ], Map, EffectItem.DefaultDuration ), itemID, 1, 100, 0, 4, 0x139D, 0 );
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}
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}
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private static int[] m_PoisonEffects = new int[]
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{
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0x36B0, 0x36BD, 0x36CB
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};
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public virtual void DoPoisonEffect( int level )
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{
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int hue = 0;
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switch ( level )
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{
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default:
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case 0: hue = 0xA6; break;
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case 1: hue = 0xAA; break;
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case 2: hue = 0xAC; break;
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case 3: hue = 0xA8; break;
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case 4: hue = 0xA4; break;
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}
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for ( int i = Utility.RandomMinMax( 5, 7 ); i > 0; i-- )
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{
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Point3D p = RandomSpawnLocation( 0, true, true, Point3D.Zero, 0 );
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if ( p != Point3D.Zero )
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{
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IEntity e = EffectItem.Create( p, Map, EffectItem.DefaultDuration );
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int itemID = Utility.RandomList( m_PoisonEffects );
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int duration = Utility.RandomMinMax( 150, 200 );
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Effects.SendLocationParticles( e, itemID, 1, duration, hue, 0, 0x139D, 0 );
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}
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}
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||||
}
|
||||
#endregion
|
||||
|
||||
public class PoisonRoomTimer : Timer
|
||||
{
|
||||
private GuardianRoomRegion m_Room;
|
||||
private int m_Count;
|
||||
|
||||
public PoisonRoomTimer( GuardianRoomRegion room ) : base( TimeSpan.FromSeconds( 1 ), TimeSpan.FromSeconds( 1 ) )
|
||||
{
|
||||
m_Room = room;
|
||||
m_Count = 0;
|
||||
}
|
||||
|
||||
public int CurrentPoisonLevel()
|
||||
{
|
||||
int poisonLevel = 1 + m_Count / 20;
|
||||
|
||||
if ( poisonLevel > 4 )
|
||||
poisonLevel = 4;
|
||||
|
||||
return poisonLevel;
|
||||
}
|
||||
|
||||
protected override void OnTick()
|
||||
{
|
||||
m_Count++;
|
||||
|
||||
if ( m_Count % 5 == 0 && m_Room.Active )
|
||||
{
|
||||
int level = CurrentPoisonLevel();
|
||||
|
||||
m_Room.PoisonMobiles( Poison.GetPoison( level ), m_Count / 5 );
|
||||
}
|
||||
|
||||
if ( m_Count % 8 == 0 && m_Room.Active )
|
||||
{
|
||||
m_Room.DoPoisonEffect( CurrentPoisonLevel() );
|
||||
m_Room.DoGasEffect();
|
||||
}
|
||||
|
||||
if ( m_Count >= 720 && m_Count % 10 == 0 && m_Room.Active )
|
||||
m_Room.HurtMobiles( ( m_Count - 720 ) / 10 );
|
||||
}
|
||||
}
|
||||
|
||||
public class GhostTeleporter : Teleporter
|
||||
{
|
||||
private static BaseRegion m_GhostRegion;
|
||||
|
||||
private static Rectangle2D[] m_GhostRegionBounds = new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D( new Point2D( 345, 180 ), new Point2D( 352, 184 ) ),
|
||||
new Rectangle2D( new Point2D( 342, 172 ), new Point2D( 344, 181 ) ),
|
||||
new Rectangle2D( new Point2D( 345, 169 ), new Point2D( 352, 172 ) )
|
||||
};
|
||||
|
||||
[Constructable]
|
||||
public GhostTeleporter() : base()
|
||||
{
|
||||
Name = "GhostTeleporter";
|
||||
|
||||
if ( m_GhostRegion == null )
|
||||
{
|
||||
m_GhostRegion = new BaseRegion( "DoomGhostTeleportRegion", Map.Malas, 55, m_GhostRegionBounds );
|
||||
m_GhostRegion.Register();
|
||||
}
|
||||
}
|
||||
|
||||
public GhostTeleporter( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override bool OnMoveOver( Mobile m )
|
||||
{
|
||||
if ( !DiedInside( m ) )
|
||||
return true;
|
||||
|
||||
return base.OnMoveOver( m );
|
||||
}
|
||||
|
||||
public bool DiedInside( Mobile m )
|
||||
{
|
||||
bool valid = false;
|
||||
|
||||
if ( m_Region != null )
|
||||
valid = m_Region.Dead.Remove( m );
|
||||
|
||||
return valid && !m.Alive;
|
||||
}
|
||||
|
||||
public override void DoTeleport( Mobile m )
|
||||
{
|
||||
if ( m.Corpse != null && !m.Corpse.Deleted )
|
||||
{
|
||||
Point3D location = Point3D.Zero;
|
||||
|
||||
if ( m_GhostRegion != null )
|
||||
location = m_GhostRegion.RandomSpawnLocation( 0, true, false, Point3D.Zero, 0 );
|
||||
|
||||
if ( location == Point3D.Zero )
|
||||
location = new Point3D( 349, 176, 14 );
|
||||
|
||||
m.Corpse.MoveToWorld( location, Map.Malas );
|
||||
m.MoveToWorld( location, Map.Malas );
|
||||
}
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
|
||||
if ( m_GhostRegion == null )
|
||||
{
|
||||
m_GhostRegion = new BaseRegion( "DoomGhostTeleportRegion", Map.Malas, 55, m_GhostRegionBounds );
|
||||
m_GhostRegion.Register();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class GuardianRoomDoor : MetalDoor
|
||||
{
|
||||
public GuardianRoomDoor( DoorFacing facing ) : base( facing )
|
||||
{
|
||||
if ( m_Region == null )
|
||||
{
|
||||
m_Region = new GuardianRoomRegion( this );
|
||||
m_Region.Register();
|
||||
}
|
||||
}
|
||||
|
||||
public GuardianRoomDoor( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
|
||||
Locked = false;
|
||||
|
||||
if ( m_Region == null )
|
||||
{
|
||||
m_Region = new GuardianRoomRegion( this );
|
||||
m_Region.Register();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,179 +0,0 @@
|
|||
using System;
|
||||
using Server;
|
||||
using Server.Engines.Doom;
|
||||
|
||||
namespace Server.Items
|
||||
{
|
||||
public class GuardianTreasureChest : LockableContainer
|
||||
{
|
||||
private const int m_Level = 6;
|
||||
|
||||
public override bool Decays { get { return true; } }
|
||||
|
||||
public override int DefaultGumpID { get { return 0x42; } }
|
||||
public override int DefaultDropSound { get { return 0x42; } }
|
||||
|
||||
public override Rectangle2D Bounds
|
||||
{
|
||||
get { return new Rectangle2D( 18, 105, 144, 73 ); }
|
||||
}
|
||||
|
||||
private Timer m_DecayTimer;
|
||||
|
||||
[Constructable]
|
||||
public GuardianTreasureChest() : base( 0xE41 )
|
||||
{
|
||||
SetChestAppearance();
|
||||
Movable = false;
|
||||
|
||||
/* TrapType = TrapType.ExplosionTrap;
|
||||
TrapPower = m_Level * Utility.Random( 20, 35 );*/
|
||||
Locked = true;
|
||||
|
||||
RequiredSkill = 99;
|
||||
LockLevel = RequiredSkill - Utility.Random( 1, 10 );
|
||||
MaxLockLevel = RequiredSkill + 21;
|
||||
|
||||
// According to OSI, loot in level 4 chest is:
|
||||
// Gold 500 - 900
|
||||
// Reagents
|
||||
// Scrolls
|
||||
// Blank scrolls
|
||||
// Potions
|
||||
// Gems
|
||||
// Magic Wand
|
||||
// Magic weapon
|
||||
// Magic armour
|
||||
// Magic clothing (not implemented)
|
||||
// Magic jewelry (not implemented)
|
||||
// Crystal ball (not implemented)
|
||||
|
||||
// Gold
|
||||
DropItem( new Gold( Utility.Random( 300, 325 ) ) );
|
||||
|
||||
// Reagents
|
||||
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item ReagentLoot = Loot.RandomReagent();
|
||||
ReagentLoot.Amount = 12;
|
||||
DropItem( ReagentLoot );
|
||||
}
|
||||
|
||||
// Scrolls
|
||||
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item ScrollLoot = Loot.RandomScroll( 0, 47, SpellbookType.Regular );
|
||||
ScrollLoot.Amount = 16;
|
||||
DropItem( ScrollLoot );
|
||||
}
|
||||
|
||||
// Drop blank scrolls
|
||||
DropItem( new BlankScroll( Utility.Random( 1, m_Level ) ) );
|
||||
|
||||
// Potions
|
||||
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item PotionLoot = Loot.RandomPotion();
|
||||
DropItem( PotionLoot );
|
||||
}
|
||||
|
||||
// Gems
|
||||
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item GemLoot = Loot.RandomGem();
|
||||
GemLoot.Amount = 15;
|
||||
DropItem( GemLoot );
|
||||
}
|
||||
|
||||
// Magic Wand
|
||||
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
DropItem( Loot.RandomWand() );
|
||||
|
||||
// Equipment
|
||||
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if ( item is BaseWeapon )
|
||||
{
|
||||
BaseWeapon weapon = (BaseWeapon) item;
|
||||
weapon.DamageLevel = (WeaponDamageLevel) Utility.Random( m_Level );
|
||||
weapon.AccuracyLevel = (WeaponAccuracyLevel) Utility.Random( m_Level );
|
||||
weapon.DurabilityLevel = (WeaponDurabilityLevel) Utility.Random( m_Level );
|
||||
weapon.Quality = WeaponQuality.Regular;
|
||||
}
|
||||
else if ( item is BaseArmor )
|
||||
{
|
||||
BaseArmor armor = (BaseArmor) item;
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel) Utility.Random( m_Level );
|
||||
armor.Durability = (ArmorDurabilityLevel) Utility.Random( m_Level );
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
}
|
||||
|
||||
DropItem( item );
|
||||
}
|
||||
|
||||
// Clothing
|
||||
for ( int i = Utility.Random( 1, 2 ); i > 1; i-- )
|
||||
DropItem( Loot.RandomClothing() );
|
||||
|
||||
// Jewelry
|
||||
for ( int i = Utility.Random( 1, 2 ); i > 1; i-- )
|
||||
DropItem( Loot.RandomJewelry() );
|
||||
|
||||
// Crystal ball (not implemented)
|
||||
m_DecayTimer = Timer.DelayCall( TimeSpan.FromMinutes( Utility.RandomMinMax( 1, 5 ) ), new TimerCallback( Delete ) );
|
||||
}
|
||||
|
||||
private void SetChestAppearance()
|
||||
{
|
||||
bool facing = Utility.RandomBool();
|
||||
|
||||
switch ( Utility.RandomList( 0, 1, 2 ) )
|
||||
{
|
||||
case 0:// Wooden Chest
|
||||
ItemID = ( facing ? 0xE42 : 0xE43 );
|
||||
GumpID = 0x49;
|
||||
break;
|
||||
|
||||
case 1:// Metal Chest
|
||||
ItemID = ( facing ? 0x9AB : 0xE7C );
|
||||
GumpID = 0x4A;
|
||||
break;
|
||||
|
||||
case 2:// Metal Golden Chest
|
||||
ItemID = ( facing ? 0xE40 : 0xE41 );
|
||||
GumpID = 0x42;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnAfterDelete()
|
||||
{
|
||||
if ( m_DecayTimer != null || m_DecayTimer.Running )
|
||||
m_DecayTimer.Stop();
|
||||
|
||||
m_DecayTimer = null;
|
||||
}
|
||||
|
||||
public GuardianTreasureChest( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.WriteEncodedInt( 0 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadEncodedInt();
|
||||
|
||||
m_DecayTimer = Timer.DelayCall( TimeSpan.FromMinutes( Utility.RandomMinMax( 1, 5 ) ), new TimerCallback( Delete ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,230 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Server;
|
||||
using Server.Mobiles;
|
||||
using Server.Regions;
|
||||
using Server.Spells.Fourth;
|
||||
using Server.Spells.Sixth;
|
||||
using Server.Spells.Seventh;
|
||||
using Server.Spells.Chivalry;
|
||||
|
||||
namespace Server.Misc
|
||||
{
|
||||
public class PoisonRoom
|
||||
{
|
||||
public virtual int GasEffects { get { return 3; } }
|
||||
public virtual double TimePerPoisonCast { get { return 3; } }
|
||||
public virtual int TicksPerPoisonLevel { get { return 15; } }
|
||||
public virtual Poison MinPoisonLevel { get { return Poison.Lesser; } }
|
||||
public virtual Poison MaxPoisonLevel { get { return Poison.Lethal; } }
|
||||
public virtual int GasEffectHeight { get { return 0; } }
|
||||
public virtual bool HasPoisonSoundEffect { get { return true; } }
|
||||
|
||||
protected PoisonRoomRegion m_Region;
|
||||
protected PoisonRoomTimer m_Timer;
|
||||
protected int m_EffectHue = 1166;
|
||||
protected int m_EffectId = 4518;
|
||||
protected int m_EffectDuration = 16;
|
||||
protected List<Mobile> m_Dead;
|
||||
|
||||
public List<Mobile> Dead
|
||||
{
|
||||
get { return m_Dead; }
|
||||
}
|
||||
|
||||
public PoisonRoom( string name, Map map, int priority, Rectangle2D[] rect, int LightLevel )
|
||||
{
|
||||
m_Region = new PoisonRoomRegion( this, name, map, priority, rect, LightLevel );
|
||||
m_Region.Register();
|
||||
m_Dead = new List<Mobile>();
|
||||
}
|
||||
|
||||
public virtual void OnEnter( Mobile m )
|
||||
{
|
||||
if ( m.AccessLevel == AccessLevel.Player && m_Timer == null )
|
||||
StartGas();
|
||||
}
|
||||
|
||||
public virtual void OnPoison( Poison poison, int tick )
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void StartGas()
|
||||
{
|
||||
m_Timer = new PoisonRoomTimer( this );
|
||||
m_Timer.Start();
|
||||
}
|
||||
|
||||
public virtual void StopGas()
|
||||
{
|
||||
if ( m_Timer != null )
|
||||
m_Timer.Stop();
|
||||
|
||||
m_Timer = null;
|
||||
}
|
||||
|
||||
public virtual void OnExit( Mobile m )
|
||||
{
|
||||
if ( GetPoisonableMobiles( m ).Count == 0 )
|
||||
{
|
||||
StopGas();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnDeath( Mobile m )
|
||||
{
|
||||
m_Dead.Add( m );
|
||||
}
|
||||
|
||||
public virtual void DoGasEffect()
|
||||
{
|
||||
for ( int i = 0; i < this.GasEffects; ++i )
|
||||
RandomGasEffect();
|
||||
}
|
||||
|
||||
public virtual void RandomGasEffect()
|
||||
{
|
||||
Point3D location = m_Region.RandomSpawnLocation( GasEffectHeight, true, true, Point3D.Zero, 0 );
|
||||
|
||||
if ( location != Point3D.Zero )
|
||||
{
|
||||
Effects.SendLocationEffect( location, m_Region.Map, 4518, 16, 1, 1166, 0 );
|
||||
|
||||
if ( HasPoisonSoundEffect )
|
||||
Effects.PlaySound( location, m_Region.Map, 0x231 );
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void PoisonPlayers( Poison poison )
|
||||
{
|
||||
List<Mobile> list = GetPoisonableMobiles( null );
|
||||
|
||||
foreach ( Mobile m in list )
|
||||
{
|
||||
if ( ( m.Poison == null || m.Poison.Level < poison.Level ) )
|
||||
m.ApplyPoison( null, poison );
|
||||
}
|
||||
}
|
||||
|
||||
public int CurrentPoisonLevel()
|
||||
{
|
||||
if ( m_Timer != null )
|
||||
return m_Timer.CurrentPoisonLevel();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
protected virtual bool IsPoisonable( Mobile m )
|
||||
{
|
||||
if ( m.AccessLevel == AccessLevel.Player && m.CheckAlive() && ( m.Player || ( m is BaseCreature && ((BaseCreature)m).Controlled ) ) )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual List<Mobile> GetPoisonableMobiles( Mobile toexclude )
|
||||
{
|
||||
List<Mobile> list = new List<Mobile>();
|
||||
List<Mobile> templist = m_Region.GetMobiles();
|
||||
|
||||
foreach ( Mobile m in templist )
|
||||
{
|
||||
if ( IsPoisonable( m ) )
|
||||
list.Add( m );
|
||||
}
|
||||
|
||||
if ( toexclude != null )
|
||||
list.Remove( toexclude );
|
||||
|
||||
return list;
|
||||
}
|
||||
|
||||
public class PoisonRoomTimer : Timer
|
||||
{
|
||||
private PoisonRoom m_Room;
|
||||
private int m_Count = 0;
|
||||
|
||||
public PoisonRoomTimer( PoisonRoom room ) : base( TimeSpan.FromSeconds( 0 ), TimeSpan.FromSeconds( room.TimePerPoisonCast ) )
|
||||
{
|
||||
m_Room = room;
|
||||
}
|
||||
|
||||
public int CurrentPoisonLevel()
|
||||
{
|
||||
int poisonLevel = m_Room.MinPoisonLevel.Level + m_Count / m_Room.TicksPerPoisonLevel;
|
||||
|
||||
if ( poisonLevel > m_Room.MaxPoisonLevel.Level )
|
||||
poisonLevel = m_Room.MaxPoisonLevel.Level;
|
||||
|
||||
return poisonLevel;
|
||||
}
|
||||
|
||||
protected override void OnTick()
|
||||
{
|
||||
m_Count++;
|
||||
|
||||
int poisonLevel = CurrentPoisonLevel();
|
||||
|
||||
m_Room.OnPoison( Poison.GetPoison( poisonLevel ), m_Count );
|
||||
m_Room.PoisonPlayers( Poison.GetPoison( poisonLevel ) );
|
||||
m_Room.DoGasEffect();
|
||||
}
|
||||
}
|
||||
|
||||
public class PoisonRoomRegion : BaseRegion
|
||||
{
|
||||
private PoisonRoom m_Room;
|
||||
private int m_LightLevel;
|
||||
|
||||
public PoisonRoomRegion( PoisonRoom room, string name, Map map, int priority, Rectangle2D[] rect, int lightlevel ) : base( name, map, priority, rect )
|
||||
{
|
||||
ExcludeFromParentSpawns = true;
|
||||
m_Room = room;
|
||||
m_LightLevel = lightlevel;
|
||||
}
|
||||
|
||||
public override void OnEnter( Mobile m )
|
||||
{
|
||||
base.OnEnter( m );
|
||||
|
||||
m_Room.OnEnter( m );
|
||||
}
|
||||
|
||||
public override void OnExit( Mobile m )
|
||||
{
|
||||
base.OnExit( m );
|
||||
|
||||
m_Room.OnExit( m );
|
||||
}
|
||||
|
||||
public override void OnDeath( Mobile m )
|
||||
{
|
||||
base.OnDeath( m );
|
||||
|
||||
m_Room.OnDeath( m );
|
||||
}
|
||||
|
||||
public override bool OnResurrect( Mobile from )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void AlterLightLevel( Mobile m, ref int global, ref int personal )
|
||||
{
|
||||
global = m_LightLevel;
|
||||
}
|
||||
|
||||
public override bool OnBeginSpellCast( Mobile m, ISpell s )
|
||||
{
|
||||
if ( ( s is MarkSpell || s is GateTravelSpell || s is RecallSpell || s is SacredJourneySpell ) && m.AccessLevel == AccessLevel.Player )
|
||||
{
|
||||
m.SendLocalizedMessage( 501802 ); // Thy spell doth not appear to work...
|
||||
return false;
|
||||
}
|
||||
|
||||
return base.OnBeginSpellCast( m, s );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue