#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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181
Scripts/Engines/Quests/Uzeraan Turmoil/Items/Cannon.cs
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181
Scripts/Engines/Quests/Uzeraan Turmoil/Items/Cannon.cs
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using System;
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using Server;
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using Server.Mobiles;
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using Server.Items;
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namespace Server.Engines.Quests.Haven
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{
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public enum CannonDirection
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{
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North,
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East,
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South,
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West
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}
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public class Cannon : BaseAddon
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{
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private CannonDirection m_CannonDirection;
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private MilitiaCanoneer m_Canoneer;
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[CommandProperty( AccessLevel.GameMaster )]
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public CannonDirection CannonDirection { get { return m_CannonDirection; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public MilitiaCanoneer Canoneer { get { return m_Canoneer; } set { m_Canoneer = value; } }
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[Constructable]
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public Cannon( CannonDirection direction )
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{
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m_CannonDirection = direction;
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switch ( direction )
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{
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case CannonDirection.North:
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{
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AddComponent( new CannonComponent( 0xE8D ), 0, 0, 0 );
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AddComponent( new CannonComponent( 0xE8C ), 0, 1, 0 );
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AddComponent( new CannonComponent( 0xE8B ), 0, 2, 0 );
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break;
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}
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case CannonDirection.East:
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{
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AddComponent( new CannonComponent( 0xE96 ), 0, 0, 0 );
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AddComponent( new CannonComponent( 0xE95 ), -1, 0, 0 );
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AddComponent( new CannonComponent( 0xE94 ), -2, 0, 0 );
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break;
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}
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case CannonDirection.South:
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{
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AddComponent( new CannonComponent( 0xE91 ), 0, 0, 0 );
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AddComponent( new CannonComponent( 0xE92 ), 0, -1, 0 );
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AddComponent( new CannonComponent( 0xE93 ), 0, -2, 0 );
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break;
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}
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default:
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{
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AddComponent( new CannonComponent( 0xE8E ), 0, 0, 0 );
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AddComponent( new CannonComponent( 0xE8F ), 1, 0, 0 );
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AddComponent( new CannonComponent( 0xE90 ), 2, 0, 0 );
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break;
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}
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}
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}
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public Cannon( Serial serial ) : base( serial )
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{
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}
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public void DoFireEffect( IPoint3D target )
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{
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Point3D from;
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switch ( m_CannonDirection )
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{
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case CannonDirection.North: from = new Point3D( X, Y - 1, Z ); break;
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case CannonDirection.East: from = new Point3D( X + 1, Y, Z ); break;
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case CannonDirection.South: from = new Point3D( X, Y + 1, Z ); break;
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default: from = new Point3D( X - 1, Y, Z ); break;
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}
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Effects.SendLocationEffect( from, Map, 0x36B0, 16, 1 );
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Effects.PlaySound( from, Map, 0x11D );
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Effects.SendLocationEffect( target, Map, 0x36B0, 16, 1 );
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Effects.PlaySound( target, Map, 0x11D );
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}
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public void Fire( Mobile from, Mobile target )
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{
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DoFireEffect( target );
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target.Damage( 9999, from );
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}
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public override bool HandlesOnMovement { get { return m_Canoneer != null && !m_Canoneer.Deleted && m_Canoneer.Active; } }
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public override void OnMovement( Mobile m, Point3D oldLocation )
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{
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if ( m_Canoneer == null || m_Canoneer.Deleted || !m_Canoneer.Active )
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return;
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bool canFire;
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switch ( m_CannonDirection )
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{
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case CannonDirection.North:
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canFire = m.X >= X - 7 && m.X <= X + 7 && m.Y == Y - 7 && oldLocation.Y < Y - 7;
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break;
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case CannonDirection.East:
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canFire = m.Y >= Y - 7 && m.Y <= Y + 7 && m.X == X + 7 && oldLocation.X > X + 7;
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break;
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case CannonDirection.South:
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canFire = m.X >= X - 7 && m.X <= X + 7 && m.Y == Y + 7 && oldLocation.Y > Y + 7;
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break;
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default:
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canFire = m.Y >= Y - 7 && m.Y <= Y + 7 && m.X == X - 7 && oldLocation.X < X - 7;
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break;
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}
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if ( canFire && m_Canoneer.WillFire( this, m ) )
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Fire( m_Canoneer, m );
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}
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public override void Serialize( GenericWriter writer )
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{
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if ( m_Canoneer != null && m_Canoneer.Deleted )
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m_Canoneer = null;
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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writer.WriteEncodedInt( (int) m_CannonDirection );
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writer.Write( (Mobile) m_Canoneer );
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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.ReadInt();
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m_CannonDirection = (CannonDirection) reader.ReadEncodedInt();
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m_Canoneer = (MilitiaCanoneer) reader.ReadMobile();
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}
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}
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public class CannonComponent : AddonComponent
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{
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[CommandProperty( AccessLevel.GameMaster )]
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public MilitiaCanoneer Canoneer
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{
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get { return Addon is Cannon ? ((Cannon)Addon).Canoneer : null; }
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set { if ( Addon is Cannon ) ((Cannon)Addon).Canoneer = value; }
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}
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public CannonComponent( int itemID ) : base( itemID )
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{
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}
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public CannonComponent( Serial serial ) : base( serial )
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{
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}
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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.Write( (int) 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.ReadInt();
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}
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}
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}
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@ -0,0 +1,72 @@
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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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using Server.Engines.Quests;
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namespace Server.Engines.Quests.Haven
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{
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public class DaemonBloodChest : MetalChest
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{
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[Constructable]
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public DaemonBloodChest()
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{
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Movable = false;
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}
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public DaemonBloodChest( Serial serial ) : base( serial )
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{
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}
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public override void OnDoubleClick( Mobile from )
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{
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PlayerMobile player = from as PlayerMobile;
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if ( player != null && player.InRange( GetWorldLocation(), 2 ) )
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{
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QuestSystem qs = player.Quest;
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if ( qs is UzeraanTurmoilQuest )
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{
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QuestObjective obj = qs.FindObjective( typeof( GetDaemonBloodObjective ) );
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if ( (obj != null && !obj.Completed) || UzeraanTurmoilQuest.HasLostDaemonBlood( player ) )
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{
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Item vial = new QuestDaemonBlood();
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if ( player.PlaceInBackpack( vial ) )
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{
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player.SendLocalizedMessage( 1049331, "", 0x22 ); // You take a vial of blood from the chest and put it in your pack.
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if ( obj != null && !obj.Completed )
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obj.Complete();
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}
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else
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{
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player.SendLocalizedMessage( 1049338, "", 0x22 ); // You find a vial of blood, but can't pick it up because your pack is too full. Come back when you have more room in your pack.
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vial.Delete();
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}
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return;
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}
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}
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}
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base.OnDoubleClick( from );
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}
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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.Write( (int) 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.ReadInt();
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}
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}
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}
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@ -0,0 +1,45 @@
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using System;
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using Server;
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using Server.Mobiles;
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using Server.Engines.Quests;
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namespace Server.Engines.Quests.Haven
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{
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public class QuestDaemonBlood : QuestItem
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{
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[Constructable]
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public QuestDaemonBlood() : base( 0xF7D )
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{
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Weight = 1.0;
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}
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public QuestDaemonBlood( Serial serial ) : base( serial )
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{
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}
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public override bool CanDrop( PlayerMobile player )
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{
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UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
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if ( qs == null )
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return true;
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/*return !qs.IsObjectiveInProgress( typeof( ReturnDaemonBloodObjective ) );*/
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return false;
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}
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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.Write( (int) 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.ReadInt();
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}
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}
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}
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@ -0,0 +1,45 @@
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using System;
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using Server;
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using Server.Mobiles;
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using Server.Engines.Quests;
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namespace Server.Engines.Quests.Haven
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{
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public class QuestDaemonBone : QuestItem
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{
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[Constructable]
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public QuestDaemonBone() : base( 0xF80 )
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{
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Weight = 1.0;
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}
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public QuestDaemonBone( Serial serial ) : base( serial )
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{
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}
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public override bool CanDrop( PlayerMobile player )
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{
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UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
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if ( qs == null )
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return true;
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//return !qs.IsObjectiveInProgress( typeof( ReturnDaemonBoneObjective ) );
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return false;
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}
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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.Write( (int) 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.ReadInt();
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}
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}
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}
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using System;
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using Server;
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using Server.Mobiles;
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using Server.Engines.Quests;
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namespace Server.Engines.Quests.Haven
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{
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public class QuestFertileDirt : QuestItem
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{
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[Constructable]
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public QuestFertileDirt() : base( 0xF81 )
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{
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Weight = 1.0;
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}
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public QuestFertileDirt( Serial serial ) : base( serial )
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{
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}
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public override bool CanDrop( PlayerMobile player )
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{
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UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
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if ( qs == null )
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return true;
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//return !qs.IsObjectiveInProgress( typeof( ReturnFertileDirtObjective ) );
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return false;
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}
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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.Write( (int) 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.ReadInt();
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}
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}
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}
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@ -0,0 +1,205 @@
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using System;
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using System.Collections;
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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.Network;
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using Server.Engines.Quests;
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namespace Server.Engines.Quests.Haven
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{
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public class SchmendrickApprenticeCorpse : Corpse
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{
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private static Mobile GetOwner()
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{
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Mobile apprentice = new Mobile();
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apprentice.Hue = Utility.RandomSkinHue();
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apprentice.Female = false;
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apprentice.Body = 0x190;
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apprentice.Name = NameList.RandomName( "male" );
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apprentice.Delete();
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return apprentice;
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}
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private static List<Item> GetEquipment()
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{
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List<Item> list = new List<Item>();
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list.Add( new Robe( QuestSystem.RandomBrightHue() ) );
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list.Add( new WizardsHat( Utility.RandomNeutralHue() ) );
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list.Add( new Shoes( Utility.RandomNeutralHue() ) );
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/*
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int hairHue = Utility.RandomHairHue();
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switch ( Utility.Random( 8 ) )
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{
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case 0: list.Add( new Afro( hairHue ) ); break;
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case 1: list.Add( new KrisnaHair( hairHue ) ); break;
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case 2: list.Add( new PageboyHair( hairHue ) ); break;
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case 3: list.Add( new PonyTail( hairHue ) ); break;
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case 4: list.Add( new ReceedingHair( hairHue ) ); break;
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case 5: list.Add( new TwoPigTails( hairHue ) ); break;
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case 6: list.Add( new ShortHair( hairHue ) ); break;
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case 7: list.Add( new LongHair( hairHue ) ); break;
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}
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switch ( Utility.Random( 5 ) )
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{
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case 0: list.Add( new LongBeard( hairHue ) ); break;
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case 1: list.Add( new MediumLongBeard( hairHue ) ); break;
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case 2: list.Add( new Vandyke( hairHue ) ); break;
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case 3: list.Add( new Mustache( hairHue ) ); break;
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case 4: list.Add( new Goatee( hairHue ) ); break;
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}
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* */
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list.Add( new Spellbook() );
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return list;
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}
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private static int m_HairHue;
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private static HairInfo GetHair()
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{
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m_HairHue = Race.Human.RandomHairHue();
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return new HairInfo( Race.Human.RandomHair( false ), m_HairHue );
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}
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private static FacialHairInfo GetFacialHair()
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{
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m_HairHue = Race.Human.RandomHairHue();
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return new FacialHairInfo( Race.Human.RandomFacialHair( false ), m_HairHue );
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}
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private Lantern m_Lantern;
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[Constructable]
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public SchmendrickApprenticeCorpse() : base( GetOwner(), GetHair(), GetFacialHair(), GetEquipment() )
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{
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Direction = Direction.West;
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foreach ( Item item in EquipItems )
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{
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DropItem( item );
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}
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m_Lantern = new Lantern();
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m_Lantern.Movable = false;
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m_Lantern.Protected = true;
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m_Lantern.Ignite();
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}
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public SchmendrickApprenticeCorpse( Serial serial ) : base( serial )
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{
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}
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public override void AddNameProperty( ObjectPropertyList list )
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{
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if ( ItemID == 0x2006 ) // Corpse form
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{
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list.Add( "a human corpse" );
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list.Add( 1049144, this.Name ); // the remains of ~1_NAME~ the apprentice
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}
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else
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{
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list.Add( 1049145 ); // the remains of a wizard's apprentice
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}
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}
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public override void OnSingleClick( Mobile from )
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{
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int hue = Notoriety.GetHue( Server.Misc.NotorietyHandlers.CorpseNotoriety( from, this ) );
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if ( ItemID == 0x2006 ) // Corpse form
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from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1049144, "", Name ) ); // the remains of ~1_NAME~ the apprentice
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else
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from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1049145, "", "" ) ); // the remains of a wizard's apprentice
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}
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public override void Open( Mobile from, bool checkSelfLoot )
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{
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if ( !from.InRange( this.GetWorldLocation(), 2 ) )
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return;
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PlayerMobile player = from as PlayerMobile;
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if ( player != null )
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{
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QuestSystem qs = player.Quest;
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if ( qs is UzeraanTurmoilQuest )
|
||||
{
|
||||
QuestObjective obj = qs.FindObjective( typeof( FindApprenticeObjective ) );
|
||||
|
||||
if ( obj != null && !obj.Completed )
|
||||
{
|
||||
Item scroll = new SchmendrickScrollOfPower();
|
||||
|
||||
if ( player.PlaceInBackpack( scroll ) )
|
||||
{
|
||||
player.SendLocalizedMessage( 1049147, "", 0x22 ); // You find the scroll and put it in your pack.
|
||||
obj.Complete();
|
||||
}
|
||||
else
|
||||
{
|
||||
player.SendLocalizedMessage( 1049146, "", 0x22 ); // You find the scroll, but can't pick it up because your pack is too full. Come back when you have more room in your pack.
|
||||
scroll.Delete();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
from.SendLocalizedMessage( 1049143, "", 0x22 ); // This is the corpse of a wizard's apprentice. You can't bring yourself to search it without a good reason.
|
||||
}
|
||||
|
||||
public override void OnLocationChange( Point3D oldLoc )
|
||||
{
|
||||
if ( m_Lantern != null && !m_Lantern.Deleted )
|
||||
m_Lantern.Location = new Point3D( this.X, this.Y + 1, this.Z );
|
||||
}
|
||||
|
||||
public override void OnMapChange()
|
||||
{
|
||||
if ( m_Lantern != null && !m_Lantern.Deleted )
|
||||
m_Lantern.Map = this.Map;
|
||||
}
|
||||
|
||||
public override void OnAfterDelete()
|
||||
{
|
||||
base.OnAfterDelete();
|
||||
|
||||
if ( m_Lantern != null && !m_Lantern.Deleted )
|
||||
m_Lantern.Delete();
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
if ( m_Lantern != null && m_Lantern.Deleted )
|
||||
m_Lantern = null;
|
||||
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.Write( (int) 0 ); // version
|
||||
|
||||
writer.Write( m_Lantern );
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadInt();
|
||||
|
||||
m_Lantern = (Lantern)reader.ReadItem();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
using System;
|
||||
using Server;
|
||||
using Server.Mobiles;
|
||||
using Server.Engines.Quests;
|
||||
|
||||
namespace Server.Engines.Quests.Haven
|
||||
{
|
||||
public class SchmendrickScrollOfPower : QuestItem
|
||||
{
|
||||
public override int LabelNumber { get { return 1049118; } } // a scroll with ancient markings
|
||||
|
||||
public SchmendrickScrollOfPower() : base( 0xE34 )
|
||||
{
|
||||
Weight = 1.0;
|
||||
Hue = 0x34D;
|
||||
}
|
||||
|
||||
public SchmendrickScrollOfPower( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override bool CanDrop( PlayerMobile player )
|
||||
{
|
||||
UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
|
||||
|
||||
if ( qs == null )
|
||||
return true;
|
||||
|
||||
return !qs.IsObjectiveInProgress( typeof( ReturnScrollOfPowerObjective ) );
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,43 @@
|
|||
using System;
|
||||
using Server;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Engines.Quests;
|
||||
|
||||
namespace Server.Engines.Quests.Haven
|
||||
{
|
||||
public class UzeraanTurmoilHorn : HornOfRetreat
|
||||
{
|
||||
public override bool ValidateUse( Mobile from )
|
||||
{
|
||||
PlayerMobile pm = from as PlayerMobile;
|
||||
|
||||
return ( pm != null && pm.Quest is UzeraanTurmoilQuest );
|
||||
}
|
||||
|
||||
[Constructable]
|
||||
public UzeraanTurmoilHorn()
|
||||
{
|
||||
DestLoc = new Point3D( 3597, 2582, 0 );
|
||||
DestMap = Map.Trammel;
|
||||
}
|
||||
|
||||
public UzeraanTurmoilHorn( 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,74 @@
|
|||
using System;
|
||||
using Server;
|
||||
using Server.Items;
|
||||
using Server.Mobiles;
|
||||
using Server.Engines.Quests;
|
||||
|
||||
namespace Server.Engines.Quests.Haven
|
||||
{
|
||||
public class UzeraanTurmoilTeleporter : DynamicTeleporter
|
||||
{
|
||||
[Constructable]
|
||||
public UzeraanTurmoilTeleporter()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool GetDestination( PlayerMobile player, ref Point3D loc, ref Map map )
|
||||
{
|
||||
QuestSystem qs = player.Quest;
|
||||
|
||||
if ( qs is UzeraanTurmoilQuest )
|
||||
{
|
||||
if ( qs.IsObjectiveInProgress( typeof( FindSchmendrickObjective ) )
|
||||
|| qs.IsObjectiveInProgress( typeof( FindApprenticeObjective ) )
|
||||
|| UzeraanTurmoilQuest.HasLostScrollOfPower( player ) )
|
||||
{
|
||||
loc = new Point3D( 5222, 1858, 0 );
|
||||
map = Map.Trammel;
|
||||
return true;
|
||||
}
|
||||
else if ( qs.IsObjectiveInProgress( typeof( FindDryadObjective ) )
|
||||
|| UzeraanTurmoilQuest.HasLostFertileDirt( player ) )
|
||||
{
|
||||
loc = new Point3D( 3557, 2690, 2 );
|
||||
map = Map.Trammel;
|
||||
return true;
|
||||
}
|
||||
else if ( player.Profession != 5 // paladin
|
||||
&& ( qs.IsObjectiveInProgress( typeof( GetDaemonBoneObjective ) )
|
||||
|| UzeraanTurmoilQuest.HasLostDaemonBone( player ) ) )
|
||||
{
|
||||
loc = new Point3D( 3422, 2653, 48 );
|
||||
map = Map.Trammel;
|
||||
return true;
|
||||
}
|
||||
else if ( qs.IsObjectiveInProgress( typeof( CashBankCheckObjective ) ) )
|
||||
{
|
||||
loc = new Point3D( 3624, 2610, 0 );
|
||||
map = Map.Trammel;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public UzeraanTurmoilTeleporter( 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