#W# Added random dungeon traps. Added DungeonTrapRegion.
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7 changed files with 452 additions and 2 deletions
66
Scripts/Regions/DungeonTrapRegion.cs
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66
Scripts/Regions/DungeonTrapRegion.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 System.Xml;
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namespace Server.Regions
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{
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public class DungeonTrapRegion : DungeonRegion
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{
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public DungeonTrapRegion(XmlElement xml, Map map, Region parent) : base(xml, map, parent)
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{
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}
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public override void OnLocationChanged(Mobile m, Point3D oldLocation)
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{
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base.OnLocationChanged(m, oldLocation);
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if (m is PlayerMobile pm && pm.Alive && pm.AccessLevel == AccessLevel.Player && m.Location != oldLocation)
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{
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// We are using 2% (0.02) base chance per step.
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if (Utility.RandomDouble() < 0.02)
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{
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EvaluateTrapSequence(pm);
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}
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}
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}
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private void EvaluateTrapSequence(PlayerMobile pm)
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{
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// --- TIER 1: PASSIVE SEARCHING (Detect Hidden) ---
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if (pm.Skills[SkillName.DetectHidden].Value >= 5.0)
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{
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if (pm.CheckSkill(SkillName.DetectHidden, 0.0, 125.0))
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{
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pm.PlaySound(pm.Female ? 778 : 1049); // Plays a female/male gasp or sigh
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//pm.LocalOverheadMessage(Server.Network.MessageType.Emote, 0x3B2, false, "You notice a hidden floor mechanism and carefully step around it.");
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return;
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}
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}
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// --- TIER 2: TRAP AVOIDANCE (Remove Trap) ---
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if (pm.Skills[SkillName.RemoveTrap].Value >= 5.0)
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{
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if (pm.CheckSkill(SkillName.RemoveTrap, 0.0, 125.0))
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{
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pm.PlaySound(0x241);
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//pm.LocalOverheadMessage(Server.Network.MessageType.Emote, 0x3B2, false, "Your experience with traps allows you to safely bypass a hidden trigger.");
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return;
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}
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}
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// --- TIER 3: LUCK ---
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// A simple scale: 1000 Luck = 10% chance to avoid. 2000 Luck = 20% chance.
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double luckChance = pm.Luck / 10000.0;
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if (Utility.RandomDouble() < luckChance)
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{
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pm.PlaySound(0x241);
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//pm.LocalOverheadMessage(Server.Network.MessageType.Emote, 0x3B2, false, "With luck on your side, the trap mechanism fails to trigger.");
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return;
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}
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// If they failed all three avoidance checks the trap is sprung.
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CustomDungeonTraps.TriggerRandomTrap(pm);
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}
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}
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}
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