using System; using System.Collections.Generic; using Server; using Server.ContextMenus; using Server.Engines.MLQuests.Objectives; using Server.Engines.MLQuests.Rewards; using Server.Items; using Server.Misc; using Server.Mobiles; namespace Server.Engines.MLQuests.Definitions { #region Quests public class UnfadingMemoriesPartOne : MLQuest { public override Type NextQuest { get { return typeof( UnfadingMemoriesPartTwo ); } } public UnfadingMemoriesPartOne() { Activated = true; Title = 1075355; // Unfading Memories Description = 1075356; // Aargh! It’s just not right! It doesn’t capture the unique color of her hair at all! If only I had some Prismatic Amber. That would be perfect. They used to mine it in Malas, but alas, those veins ran dry some time ago. I hear it may have been found in the Prism of Light. Oh, if only there were a bold adventurer within earshot who would go to the Prism of Light and retrieve some for me! RefusalMessage = 1075358; // Is there no one who can help a humble artist pursue his Muse? InProgressMessage = 1075359; // You can find Prismatic Amber in the Prism of Light, located just north of the city of Nujel'm. CompletionMessage = 1075360; // I knew it! See, it’s just the color I needed! Look how it brings out the highlights of her wheaten tresses! CompletionNotice = CompletionNoticeShort; Objectives.Add( new CollectObjective( 1, typeof( PrismaticAmber ), "Prismatic Amber" ) ); Rewards.Add( new DummyReward( 1075357 ) ); // The joy of contributing to a noble artistic effort, however paltry the end product. } public override void Generate() { base.Generate(); PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Emilio" ), new Point3D( 1447, 1664, 10 ), Map.Trammel ); PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Emilio" ), new Point3D( 1447, 1664, 10 ), Map.Felucca ); } } public class UnfadingMemoriesPartTwo : MLQuest { public override Type NextQuest { get { return typeof( UnfadingMemoriesPartThree ); } } public override bool IsChainTriggered { get { return true; } } public UnfadingMemoriesPartTwo() { Activated = true; Title = 1075367; // Unfading Memories Description = 1075368; // Finished! With the pigment I was able to create from the Prismatic Amber you brought me, I was able to complete my humble work. I should explain. Once, I loved a noble lady of gentleness and refinement, who possessed such beauty that I have found myself unable to love another to this day. But it was from afar that I admired her, for it is not for one so lowly as I to pay court to the likes of her. You have heard of the fair Thalia, Lady of Nujel'm? No? Well, she was my Muse, my inspiration, and when I heard she was to be married, I lost whatever pitiful talent I possessed. I felt I must compose a portrait of her, my masterpiece, or I would never be able to paint again. You, my friend, have helped me complete my work. Now I ask another favor of you. Will you take it to her as a wedding gift? She will probably reject it, but I must make the offer. RefusalMessage = 1075370; // Alright then, you have already helped me more than I deserved. I shall find someone else to undertake this task. InProgressMessage = 1075371; // The wedding is taking place in the palace in Nujel'm. You will likely find her there. CompletionMessage = 1075372; // I’m sorry, I’m getting ready to be married. I don’t have time to . . . what’s that you say? CompletionNotice = CompletionNoticeShort; Objectives.Add( new DeliverObjective( typeof( PortraitOfTheBride ), 1, "Portrait of the Bride", typeof( Thalia ) ) ); Rewards.Add( new DummyReward( 1075369 ) ); // The Artist’s gratitude. } } public class UnfadingMemoriesPartThree : MLQuest { public override bool IsChainTriggered { get { return true; } } public UnfadingMemoriesPartThree() { Activated = true; OneTimeOnly = true; Title = 1075373; // Unfading Memories Description = 1075374; // Emilio painted this? It is absolutely wonderful! I used to love looking at his paintings, but I don’t remember him creating anything like this before. Would you be so kind as to carry a letter to him? Fate may have it that I am to marry another, yet I am compelled to reveal to him that his love was not entirely unrequited. RefusalMessage = 1075376; // Very well, then. If you will excuse me, I need to get ready. InProgressMessage = 1075377; // Take the letter back to the Artist’s Guild in Britain, if you would do me this kindness. CompletionMessage = 1075378; // She said what? She thinks what of me? I . . . I can’t believe it! All this time, I never knew how she truly felt. Thank you, my friend. I believe now I will be able to paint once again. Here, take this bleach. I was going to use it to destroy all of my works. Perhaps you can find a better use for it now. CompletionNotice = CompletionNoticeShort; Objectives.Add( new DeliverObjective( typeof( BridesLetter ), 1, "Bride's Letter", typeof( Emilio ) ) ); Rewards.Add( new ItemReward( 1075375, typeof( Bleach ) ) ); // Bleach } public override void Generate() { base.Generate(); PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Thalia" ), new Point3D( 3675, 1322, 20 ), Map.Trammel ); PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Thalia" ), new Point3D( 3675, 1322, 20 ), Map.Felucca ); } } #endregion #region Mobiles [QuesterName( "Emilio (Britain)" )] // OSI's description is "Artist", not very helpful public class Emilio : BaseCreature { public override bool IsInvulnerable { get { return true; } } [Constructable] public Emilio() : base( AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2 ) { Name = "Emilio"; Title = "the Tortured Artist"; Race = Race.Human; BodyValue = 0x190; Female = false; Hue = Race.RandomSkinHue(); InitStats( 100, 100, 25 ); Utility.AssignRandomHair( this, true ); AddItem( new Backpack() ); AddItem( new Sandals( 0x72B ) ); AddItem( new LongPants( 0x525 ) ); AddItem( new FancyShirt( 0x53F ) ); AddItem( new FloppyHat( 0x58C ) ); AddItem( new BodySash( 0x1C ) ); } public Emilio( 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(); } } [QuesterName( "Thalia (Nujel'm)" )] // OSI's description is "Bride", not very helpful public class Thalia : BaseCreature { public override bool IsInvulnerable { get { return true; } } [Constructable] public Thalia() : base( AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2 ) { Name = "Thalia"; Title = "the Bride"; Race = Race.Human; BodyValue = 0x191; Female = true; Hue = Race.RandomSkinHue(); InitStats( 100, 100, 25 ); Utility.AssignRandomHair( this, true ); AddItem( new Backpack() ); AddItem( new Sandals( 0x8FD ) ); AddItem( new FancyDress( 0x8FD ) ); } public Thalia( 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(); } } #endregion }