#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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163
Scripts/Engines/Quests/The Summoning/TheSummoningQuest.cs
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163
Scripts/Engines/Quests/The Summoning/TheSummoningQuest.cs
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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.Mobiles;
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namespace Server.Engines.Quests.Doom
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{
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public class TheSummoningQuest : QuestSystem
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{
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private static Type[] m_TypeReferenceTable = new Type[]
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{
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typeof( Doom.AcceptConversation ),
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typeof( Doom.CollectBonesObjective ),
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typeof( Doom.VanquishDaemonConversation ),
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typeof( Doom.VanquishDaemonObjective )
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};
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public override Type[] TypeReferenceTable{ get{ return m_TypeReferenceTable; } }
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private Victoria m_Victoria;
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private bool m_WaitForSummon;
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public Victoria Victoria
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{
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get{ return m_Victoria; }
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}
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public bool WaitForSummon
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{
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get{ return m_WaitForSummon; }
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set{ m_WaitForSummon = value; }
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}
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public override object Name
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{
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get
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{
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// The Summoning
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return 1050025;
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}
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}
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public override object OfferMessage
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{
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get
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{
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/* <I>Victoria turns to you and smiles...</I><BR><BR>
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*
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* Chyloth, eh? He is the ferry man of lake <I>Mortis</I>, beyond which lies
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* the nest of the <I>The Dark Father</I> - the fountainhead of all the evil
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* that you see around you here.<BR><BR>
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*
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* 800 and some years ago, my sisters and I persuaded the ferry man Chyloth
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* to take us across the lake to battle the <I>The Dark Father</I>.
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* My party was utterly destroyed, except for me. For my insolence, I was
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* cursed by the <I>The Dark Father</I> to wander these halls for eternity,
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* unable to die - unable to leave.<BR><BR>
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*
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* Chyloth usually only crosses over the souls of the undead, but he can be
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* persuaded otherwise...with a token of gold, in the form of a human skull.
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* Such a gem can be found only in the belly of the hellspawn known as
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* <I>the devourer</I>.<BR><BR>
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*
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* I can help you summon the beast from the depths of the abyss, but I require
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* 1000 Daemon bones to do so. If you accept my help, I will store the Daemon
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* bones for you until you have collected all 1000 of them. Once the bones
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* are collected in full, I will summon the beast for you, which you must
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* slay to claim your prize.<BR><BR>
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*
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* Do you accept?
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*/
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return 1050020;
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}
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}
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public override bool IsTutorial{ get{ return false; } }
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public override TimeSpan RestartDelay{ get{ return TimeSpan.Zero; } }
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public override int Picture{ get{ return 0x15B5; } }
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// NOTE: Quest not entirely OSI-accurate: some changes made to prevent numerous OSI bugs
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public override void Slice()
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{
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if ( m_WaitForSummon && m_Victoria != null )
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{
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SummoningAltar altar = m_Victoria.Altar;
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if ( altar != null && (altar.Daemon == null || !altar.Daemon.Alive) )
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{
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if ( From.Map == m_Victoria.Map && From.InRange( m_Victoria, 8 ) )
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{
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m_WaitForSummon = false;
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AddConversation( new VanquishDaemonConversation() );
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}
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}
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}
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base.Slice();
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}
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public static int GetDaemonBonesFor( BaseCreature creature )
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{
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if ( creature == null || creature.Controlled || creature.Summoned )
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return 0;
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int fame = creature.Fame;
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if ( fame < 1500 )
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return Utility.Dice( 2, 5, -1 );
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else if ( fame < 20000 )
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return Utility.Dice( 2, 4, 8 );
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else
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return 50;
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}
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public TheSummoningQuest( Victoria victoria, PlayerMobile from ) : base( from )
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{
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m_Victoria = victoria;
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}
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public TheSummoningQuest()
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{
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}
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public override void Cancel()
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{
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base.Cancel();
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QuestObjective obj = FindObjective( typeof( CollectBonesObjective ) );
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if ( obj != null && obj.CurProgress > 0 )
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{
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From.BankBox.DropItem( new DaemonBone( obj.CurProgress ) );
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From.SendLocalizedMessage( 1050030 ); // The Daemon bones that you have thus far given to Victoria have been returned to you.
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}
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}
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public override void Accept()
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{
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base.Accept();
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AddConversation( new AcceptConversation() );
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}
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public override void ChildDeserialize( GenericReader reader )
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{
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int version = reader.ReadEncodedInt();
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m_Victoria = reader.ReadMobile() as Victoria;
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m_WaitForSummon = reader.ReadBool();
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}
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public override void ChildSerialize( GenericWriter writer )
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{
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writer.WriteEncodedInt( (int) 0 ); // version
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writer.Write( (Mobile) m_Victoria );
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writer.Write( (bool) m_WaitForSummon );
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}
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}
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}
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