#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
This commit is contained in:
parent
b51c58f514
commit
3045c83799
3512 changed files with 627673 additions and 0 deletions
135
Scripts/Engines/BulkOrders/LargeTailorBOD.cs
Normal file
135
Scripts/Engines/BulkOrders/LargeTailorBOD.cs
Normal file
|
|
@ -0,0 +1,135 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server;
|
||||
using Server.Items;
|
||||
using Mat = Server.Engines.BulkOrders.BulkMaterialType;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Server.Engines.BulkOrders
|
||||
{
|
||||
public class LargeTailorBOD : LargeBOD
|
||||
{
|
||||
public static double[] m_TailoringMaterialChances = new double[]
|
||||
{
|
||||
0.857421875, // None
|
||||
0.125000000, // Spined
|
||||
0.015625000, // Horned
|
||||
0.001953125 // Barbed
|
||||
};
|
||||
|
||||
public override int ComputeFame()
|
||||
{
|
||||
return TailorRewardCalculator.Instance.ComputeFame( this );
|
||||
}
|
||||
|
||||
public override int ComputeGold()
|
||||
{
|
||||
return TailorRewardCalculator.Instance.ComputeGold( this );
|
||||
}
|
||||
|
||||
[Constructable]
|
||||
public LargeTailorBOD()
|
||||
{
|
||||
LargeBulkEntry[] entries;
|
||||
bool useMaterials = false;
|
||||
|
||||
switch ( Utility.Random( 14 ) )
|
||||
{
|
||||
default:
|
||||
case 0: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.Farmer ); break;
|
||||
case 1: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.FemaleLeatherSet ); useMaterials = true; break;
|
||||
case 2: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.FisherGirl ); break;
|
||||
case 3: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.Gypsy ); break;
|
||||
case 4: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.HatSet ); break;
|
||||
case 5: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.Jester ); break;
|
||||
case 6: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.Lady ); break;
|
||||
case 7: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.MaleLeatherSet ); useMaterials = true; break;
|
||||
case 8: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.Pirate ); break;
|
||||
case 9: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.ShoeSet ); useMaterials = Core.ML; break;
|
||||
case 10: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.StuddedSet ); useMaterials = true; break;
|
||||
case 11: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.TownCrier ); break;
|
||||
case 12: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.Wizard ); break;
|
||||
case 13: entries = LargeBulkEntry.ConvertEntries( this, LargeBulkEntry.BoneSet ); useMaterials = true; break;
|
||||
}
|
||||
|
||||
int hue = 0x483;
|
||||
int amountMax = Utility.RandomList( 10, 15, 20, 20 );
|
||||
bool reqExceptional = ( 0.825 > Utility.RandomDouble() );
|
||||
|
||||
BulkMaterialType material;
|
||||
|
||||
if ( useMaterials )
|
||||
material = GetRandomMaterial( BulkMaterialType.Spined, m_TailoringMaterialChances );
|
||||
else
|
||||
material = BulkMaterialType.None;
|
||||
|
||||
this.Hue = hue;
|
||||
this.AmountMax = amountMax;
|
||||
this.Entries = entries;
|
||||
this.RequireExceptional = reqExceptional;
|
||||
this.Material = material;
|
||||
}
|
||||
|
||||
public LargeTailorBOD( int amountMax, bool reqExceptional, BulkMaterialType mat, LargeBulkEntry[] entries )
|
||||
{
|
||||
this.Hue = 0x483;
|
||||
this.AmountMax = amountMax;
|
||||
this.Entries = entries;
|
||||
this.RequireExceptional = reqExceptional;
|
||||
this.Material = mat;
|
||||
}
|
||||
|
||||
public override List<Item> ComputeRewards( bool full )
|
||||
{
|
||||
List<Item> list = new List<Item>();
|
||||
|
||||
RewardGroup rewardGroup = TailorRewardCalculator.Instance.LookupRewards( TailorRewardCalculator.Instance.ComputePoints( this ) );
|
||||
|
||||
if ( rewardGroup != null )
|
||||
{
|
||||
if ( full )
|
||||
{
|
||||
for ( int i = 0; i < rewardGroup.Items.Length; ++i )
|
||||
{
|
||||
Item item = rewardGroup.Items[i].Construct();
|
||||
|
||||
if ( item != null )
|
||||
list.Add( item );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RewardItem rewardItem = rewardGroup.AcquireItem();
|
||||
|
||||
if ( rewardItem != null )
|
||||
{
|
||||
Item item = rewardItem.Construct();
|
||||
|
||||
if ( item != null )
|
||||
list.Add( item );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
|
||||
public LargeTailorBOD( 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue