using System; using Server.Mobiles; using Server.Spells; namespace Server.Items { public class IcyPatch : Item { /* On OSI, the iceypatch with itemid 0x122a is "rarer", so we will give it 1:10 chance of creating it that way */ [Constructible] public IcyPatch() : this(Utility.Random(10) == 0 ? 0x122A : 0x122F) { } public IcyPatch(int itemid) : base(itemid) => Hue = 0x481; public IcyPatch(Serial serial) : base(serial) { } public override int LabelNumber => 1095159; // An Icy Patch public override double DefaultWeight => 5.0; public override bool OnMoveOver(Mobile m) { if (m is PlayerMobile && m.Alive && m.AccessLevel == AccessLevel.Player) { switch (Utility.Random(3)) { case 0: RunSequence(m, 1095160, false); break; // You steadily walk over the slippery surface. case 1: RunSequence(m, 1095161, true); break; // You skillfully manage to maintain your balance. default: RunSequence(m, 1095162, true); break; // You lose your footing and ungracefully splatter on the ground. } } return base.OnMoveOver(m); } public virtual void RunSequence(Mobile m, int message, bool freeze) { if (freeze) { m.Frozen = true; Timer.StartTimer(TimeSpan.FromSeconds(message == 1095162 ? 2.0 : 1.25), () => m.Frozen = false); } m.SendLocalizedMessage(message); var action = 0; var sound = 0; if (message == 1095162) { if (m.Mounted) { m.Mount.Rider = null; } var p = new Point3D(Location); var map = Map; if (SpellHelper.FindValidSpawnLocation(map, ref p, true)) { Timer.StartTimer(TimeSpan.FromSeconds(0), () => m.MoveToWorld(p, map)); } action = 21 + Utility.Random(2); sound = m.Female ? 0x317 : 0x426; } else if (message == 1095161) { action = 17; sound = m.Female ? 0x319 : 0x429; } if (action > 0) { Timer.StartTimer(TimeSpan.FromSeconds(0.4), () => { if (!m.Mounted) { m.Animate(action, 1, 1, false, true, 0); } m.PlaySound(sound); } ); } } public override void Serialize(IGenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(IGenericReader reader) { base.Deserialize(reader); var version = reader.ReadInt(); } } }