parent
096d39609e
commit
8e9221bb5a
400 changed files with 3688 additions and 5969 deletions
|
|
@ -370,17 +370,16 @@ namespace Server.Items
|
|||
|
||||
private double GetMinSkillLevel()
|
||||
{
|
||||
switch (m_Level)
|
||||
return m_Level switch
|
||||
{
|
||||
case 1: return -3.0;
|
||||
case 2: return 41.0;
|
||||
case 3: return 51.0;
|
||||
case 4: return 61.0;
|
||||
case 5: return 70.0;
|
||||
case 6: return 70.0;
|
||||
|
||||
default: return 0.0;
|
||||
}
|
||||
1 => -3.0,
|
||||
2 => 41.0,
|
||||
3 => 51.0,
|
||||
4 => 61.0,
|
||||
5 => 70.0,
|
||||
6 => 70.0,
|
||||
_ => 0.0
|
||||
};
|
||||
}
|
||||
|
||||
private bool HasRequiredSkill(Mobile from) => from.Skills.Cartography.Value >= GetMinSkillLevel();
|
||||
|
|
@ -652,34 +651,17 @@ namespace Server.Items
|
|||
{
|
||||
Direction dir = Utility.GetDirection(targ3D, chest3D0);
|
||||
|
||||
string sDir;
|
||||
switch (dir)
|
||||
var sDir = dir switch
|
||||
{
|
||||
case Direction.North:
|
||||
sDir = "north";
|
||||
break;
|
||||
case Direction.Right:
|
||||
sDir = "northeast";
|
||||
break;
|
||||
case Direction.East:
|
||||
sDir = "east";
|
||||
break;
|
||||
case Direction.Down:
|
||||
sDir = "southeast";
|
||||
break;
|
||||
case Direction.South:
|
||||
sDir = "south";
|
||||
break;
|
||||
case Direction.Left:
|
||||
sDir = "southwest";
|
||||
break;
|
||||
case Direction.West:
|
||||
sDir = "west";
|
||||
break;
|
||||
default:
|
||||
sDir = "northwest";
|
||||
break;
|
||||
}
|
||||
Direction.North => "north",
|
||||
Direction.Right => "northeast",
|
||||
Direction.East => "east",
|
||||
Direction.Down => "southeast",
|
||||
Direction.South => "south",
|
||||
Direction.Left => "southwest",
|
||||
Direction.West => "west",
|
||||
_ => "northwest"
|
||||
};
|
||||
|
||||
from.SendAsciiMessage(0x44, "Try looking for the treasure chest more to the {0}.", sDir);
|
||||
}
|
||||
|
|
@ -818,19 +800,12 @@ namespace Server.Items
|
|||
m_TreasureMap.Completed = true;
|
||||
m_TreasureMap.CompletedBy = m_From;
|
||||
|
||||
int spawns;
|
||||
switch (m_TreasureMap.Level)
|
||||
var spawns = m_TreasureMap.Level switch
|
||||
{
|
||||
case 0:
|
||||
spawns = 3;
|
||||
break;
|
||||
case 1:
|
||||
spawns = 0;
|
||||
break;
|
||||
default:
|
||||
spawns = 4;
|
||||
break;
|
||||
}
|
||||
0 => 3,
|
||||
1 => 0,
|
||||
_ => 4
|
||||
};
|
||||
|
||||
for (int i = 0; i < spawns; ++i)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue