Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
@@ -0,0 +1,615 @@
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using System;
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using Server;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Mobiles;
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using Server.Items;
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using Server.Spells;
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using Server.Spells.Necromancy;
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using Server.Engines.CityLoyalty;
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namespace Server.Engines.Blackthorn
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{
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public class Invader : BaseCreature
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{
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public static SkillName RandomSpecialty()
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{
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return _Specialties[Utility.Random(_Specialties.Length)];
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}
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private static SkillName[] _Specialties =
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{
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Magery,
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SkillName.Mysticism,
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SkillName.Spellweaving,
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SkillName.Bushido,
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SkillName.Bushido,
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SkillName.Ninjitsu,
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SkillName.Chivalry,
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SkillName.Necromancy,
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SkillName.Poisoning
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};
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private InvasionType _InvasionType;
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private SkillName _Specialty;
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private bool _Sampire;
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private DateTime _NextSpecial;
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public override bool AlwaysMurderer { get { return true; } }
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public override double HealChance { get { return AI == AIType.AI_Melee || AI == AIType.AI_Paladin ? 1.0 : 0.0; } }
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public override double WeaponAbilityChance { get { return AI == AIType.AI_Melee || AI == AIType.AI_Paladin ? 0.4 : 0.1; } }
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public override bool CanStealth { get { return _Specialty == SkillName.Ninjitsu; } }
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public override WeaponAbility GetWeaponAbility()
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{
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BaseWeapon wep = Weapon as BaseWeapon;
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if (wep != null)
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{
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return 0.6 > Utility.RandomDouble() ? wep.PrimaryAbility : wep.SecondaryAbility;
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}
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return null;
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}
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public override bool UseSmartAI { get { return true; } }
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public virtual bool CanDoSpecial { get { return SpellCaster; } }
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public virtual double MinSkill { get { return 100.0; } }
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public virtual double MaxSkill { get { return 120.0; } }
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public virtual int MinResist { get { return 10; } }
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public virtual int MaxResist { get { return 20; } }
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public bool SpellCaster { get { return AI != AIType.AI_Melee && AI != AIType.AI_Ninja && AI != AIType.AI_Samurai && AI != AIType.AI_Paladin; } }
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[Constructable]
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public Invader(InvasionType type)
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: this(RandomSpecialty(), type)
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{
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}
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[Constructable]
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public Invader(SkillName specialty, InvasionType type)
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: base(GetAI(specialty), FightMode.Closest, 10, 1, .2, .1)
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{
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_Specialty = specialty;
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_InvasionType = type;
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if (_Specialty == SkillName.Bushido && Utility.RandomBool())
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_Sampire = true;
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if (Female = Utility.RandomBool())
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{
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//Body = 0x191;
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Name = NameList.RandomName("female");
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}
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else
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{
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//Body = 0x190;
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Name = NameList.RandomName("male");
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}
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SetBody();
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string title;
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if (_Sampire)
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{
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title = "the sampire";
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}
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else if (specialty == SkillName.Magery)
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{
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title = "the wizard";
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}
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else
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{
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title = String.Format("the {0}", Skills[specialty].Info.Title);
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if (Female && title.EndsWith("man"))
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title = title.Substring(0, title.Length - 3) + "woman";
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}
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Title = title;
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SetStr(120, 170);
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SetDex(SpellCaster ? 75 : 150);
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SetInt(SpellCaster ? 1800 : 500);
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SetHits(800, 1250);
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if (AI == AIType.AI_Melee)
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SetDamage(15, 28);
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else if (!SpellCaster)
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SetDamage(12, 22);
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else
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SetDamage(8, 18);
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Fame = 8000;
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Karma = -8000;
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SetResists();
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SetSkills();
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EquipSpecialty();
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_NextSpecial = DateTime.UtcNow;
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if (_Sampire)
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{
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Timer.DelayCall(TimeSpan.FromSeconds(1), () =>
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{
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VampiricEmbraceSpell spell = new VampiricEmbraceSpell(this, null);
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spell.Cast();
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});
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}
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SetAreaEffect(AreaEffect.AuraOfEnergy);
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}
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public virtual void SetBody()
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{
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switch (_Specialty)
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{
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default:
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if (0.75 > Utility.RandomDouble())
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Race = Race.Human;
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else
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Race = Race.Elf; break;
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case SkillName.Archery:
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case SkillName.Spellweaving: Race = Race.Elf; break;
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}
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HairItemID = Race.RandomHair(Female);
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HairHue = Race.RandomHairHue();
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FacialHairItemID = Race.RandomFacialHair(Female);
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FacialHairHue = Race.RandomHairHue();
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Hue = Race.RandomSkinHue();
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}
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public virtual void SetResists()
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{
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SetResistance(ResistanceType.Physical, MinResist, MaxResist);
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SetResistance(ResistanceType.Fire, MinResist, MaxResist);
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SetResistance(ResistanceType.Cold, MinResist, MaxResist);
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SetResistance(ResistanceType.Poison, MinResist, MaxResist);
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SetResistance(ResistanceType.Energy, MinResist, MaxResist);
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}
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public virtual void SetSkills()
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{
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SetSkill(SkillName.Fencing, MinSkill, MaxSkill);
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SetSkill(SkillName.Macing, MinSkill, MaxSkill);
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SetSkill(SkillName.MagicResist, MinSkill, MaxSkill);
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SetSkill(SkillName.Swords, MinSkill, MaxSkill);
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SetSkill(SkillName.Tactics, MinSkill, MaxSkill);
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SetSkill(SkillName.Wrestling, MinSkill, MaxSkill);
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SetSkill(SkillName.Archery, MinSkill, MaxSkill);
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SetSkill(SkillName.Parry, MinSkill, MaxSkill);
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if (SpellCaster)
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{
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SetSkill(SkillName.Magery, MinSkill, MaxSkill);
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SetSkill(SkillName.EvalInt, MinSkill, MaxSkill);
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}
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if (Skills[_Specialty].Base < MinSkill)
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SetSkill(_Specialty, MinSkill, MaxSkill);
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if (_Sampire)
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{
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SetSkill(SkillName.Necromancy, MinSkill, MaxSkill);
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}
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if (_Sampire || _Specialty == SkillName.Necromancy)
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{
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SetSkill(SkillName.SpiritSpeak, MinSkill, MaxSkill);
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}
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if (_Specialty == SkillName.Ninjitsu)
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{
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SetSkill(SkillName.Hiding, 100);
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SetSkill(SkillName.Stealth, 100);
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}
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}
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public virtual void EquipSpecialty()
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{
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if (AbilityProfile != null && AbilityProfile.HasAbility(SpecialAbility.Heal))
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PackItem(new Bandage(Utility.RandomMinMax(10, 25)));
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SetWearable(new ThighBoots());
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SetWearable(new BodySash(), Utility.RandomSlimeHue());
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switch (_Specialty)
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{
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case SkillName.Chivalry:
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SetWearable(RandomSwordWeapon());
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PaladinEquip();
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break;
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case SkillName.Swords:
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SetWearable(RandomSwordWeapon());
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StandardMeleeEquip();
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break;
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case SkillName.Fencing:
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SetWearable(RandomFencingWeapon());
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StandardMeleeEquip();
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break;
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case SkillName.Macing:
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SetWearable(RandomMaceWeapon());
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StandardMeleeEquip();
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break;
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case SkillName.Archery:
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SetWearable(RandomArhceryWeapon());
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StandardMeleeEquip();
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break;
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case SkillName.Magery:
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SetWearable(RandomMageWeapon());
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StandardMageEquip();
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break;
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case SkillName.Mysticism:
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SetWearable(RandomMageWeapon());
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StandardMageEquip();
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break;
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case SkillName.Spellweaving:
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SetWearable(RandomMageWeapon());
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StandardMageEquip();
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break;
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case SkillName.Necromancy:
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SetWearable(RandomMageWeapon());
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StandardMageEquip();
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break;
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case SkillName.Bushido:
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BaseWeapon w = RandomSamuraiWeapon() as BaseWeapon;
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SetWearable(w);
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SetWearable(new LeatherSuneate());
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SetWearable(new LeatherJingasa());
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SetWearable(new LeatherDo());
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SetWearable(new LeatherHiroSode());
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SetWearable(new SamuraiTabi(Utility.RandomNondyedHue()));
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if (_Sampire)
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w.WeaponAttributes.HitLeechHits = 100;
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SetSkill(SkillName.Parry, 120);
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break;
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case SkillName.Ninjitsu:
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SetWearable(RandomNinjaWeapon());
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LeatherNinjaBelt belt = new LeatherNinjaBelt();
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belt.UsesRemaining = 20;
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belt.Poison = Poison.Greater;
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belt.PoisonCharges = 20;
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SetWearable(belt);
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for (int i = 0; i < 2; i++)
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{
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Fukiya f = new Fukiya();
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f.UsesRemaining = 10;
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f.Poison = Poison.Greater;
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f.PoisonCharges = 10;
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f.Movable = false;
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PackItem(f);
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}
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SetWearable(new NinjaTabi());
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SetWearable(new LeatherNinjaJacket());
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SetWearable(new LeatherNinjaHood());
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SetWearable(new LeatherNinjaPants());
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SetWearable(new LeatherNinjaMitts());
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break;
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case SkillName.Poisoning:
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BaseWeapon wep = RandomAssassinWeapon() as BaseWeapon;
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wep.Poison = Poison.Lethal;
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wep.PoisonCharges = 100;
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SetWearable(wep);
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SetWearable(new LeatherChest());
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SetWearable(new LeatherLegs());
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SetWearable(new LeatherGloves());
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SetWearable(new LeatherGorget());
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break;
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}
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}
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private void PaladinEquip()
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{
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SetWearable(Loot.Construct(new Type[] { typeof(Bascinet), typeof(Helmet), typeof(PlateHelm) }), 1153);
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SetWearable(new PlateChest());
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SetWearable(new PlateLegs());
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SetWearable(new PlateGloves());
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SetWearable(new PlateGorget());
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SetWearable(new PlateArms());
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SetWearable(new MetalKiteShield());
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SetSkill(SkillName.Parry, 120);
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}
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private void StandardMeleeEquip()
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{
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SetWearable(Loot.Construct(new Type[] { typeof(Bascinet), typeof(Helmet), typeof(LeatherCap), typeof(RoyalCirclet) }));
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SetWearable(new ChainChest());
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SetWearable(new ChainLegs());
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SetWearable(new RingmailGloves());
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SetWearable(new LeatherGorget());
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}
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private void StandardMageEquip()
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{
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bool mage = AI == AIType.AI_Mage;
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SetWearable(new WizardsHat(), mage ? Utility.RandomBlueHue() : Utility.RandomRedHue());
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SetWearable(new Robe(), mage ? Utility.RandomBlueHue() : Utility.RandomRedHue());
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SetWearable(new LeatherGloves());
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}
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public static AIType GetAI(SkillName skill)
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{
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switch (skill)
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{
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default: return AIType.AI_Melee;
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case SkillName.Ninjitsu: return AIType.AI_Ninja;
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case SkillName.Bushido: return AIType.AI_Samurai;
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case SkillName.Chivalry: return AIType.AI_Paladin;
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case SkillName.Magery: return AIType.AI_Mage;
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case SkillName.Necromancy: return AIType.AI_NecroMage;
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case SkillName.Spellweaving: return AIType.AI_Spellweaving;
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case SkillName.Mysticism: return AIType.AI_Mystic;
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}
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}
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public Item RandomSwordWeapon()
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{
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if (Race == Race.Elf)
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return Loot.Construct(new Type[] { typeof(ElvenMachete), typeof(RadiantScimitar) });
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return Loot.Construct(new Type[] { typeof(Broadsword), typeof(Longsword), typeof(Katana), typeof(Halberd), typeof(Bardiche), typeof(VikingSword) });
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}
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public Item RandomFencingWeapon()
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{
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if(Race == Race.Elf)
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return Loot.Construct(new Type[] { typeof(Leafblade), typeof(WarCleaver), typeof(AssassinSpike) });
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return Loot.Construct(new Type[] { typeof(Kryss), typeof(Spear), typeof(ShortSpear), typeof(Lance), typeof(Pike) });
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}
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public Item RandomMaceWeapon()
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{
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return Loot.Construct(new Type[] { typeof(Mace), typeof(WarHammer), typeof(WarAxe), typeof(BlackStaff), typeof(QuarterStaff), typeof(WarMace), typeof(DiamondMace), typeof(Scepter) });
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}
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public Item RandomArhceryWeapon()
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{
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if (Race == Race.Elf)
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return Loot.Construct(new Type[] { typeof(MagicalShortbow), typeof(ElvenCompositeLongbow) });
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return Loot.Construct(new Type[] { typeof(Bow), typeof(Crossbow), typeof(HeavyCrossbow), typeof(CompositeBow), typeof(RepeatingCrossbow) });
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}
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public Item RandomMageWeapon()
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{
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return Loot.Construct(new Type[] { typeof(Spellbook), typeof(GnarledStaff), typeof(BlackStaff), typeof(QuarterStaff), typeof(WildStaff) });
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}
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public Item RandomSamuraiWeapon()
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{
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return Loot.Construct(new Type[] { typeof(Lajatang), typeof(Wakizashi), typeof(NoDachi) });
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}
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public Item RandomNinjaWeapon()
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{
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return Loot.Construct(new Type[] { typeof(Wakizashi), typeof(Tessen), typeof(Nunchaku), typeof(Daisho), typeof(Sai), typeof(Tekagi), typeof(Kama), typeof(Katana) });
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}
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public Item RandomAssassinWeapon()
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{
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return Loot.Construct(new Type[] { typeof(Cleaver), typeof(ButcherKnife), typeof(Kryss), typeof(Dagger) });
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1154196 + (int)_InvasionType);
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}
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public override void OnThink()
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{
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base.OnThink();
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if (Combatant == null)
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return;
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if (CanDoSpecial && InRange(Combatant, 4) && 0.1 > Utility.RandomDouble() && _NextSpecial < DateTime.UtcNow)
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{
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DoSpecial();
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_NextSpecial = DateTime.UtcNow + TimeSpan.FromSeconds(Utility.RandomMinMax(30, 60));
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}
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else if (_Sampire)
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{
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if (0.1 > Utility.RandomDouble() && Weapon is BaseWeapon && !CurseWeaponSpell.IsCursed(this, (BaseWeapon)Weapon))
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{
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CurseWeaponSpell spell = new CurseWeaponSpell(this, null);
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spell.Cast();
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}
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else if (!TransformationSpellHelper.UnderTransformation(this, typeof(VampiricEmbraceSpell)))
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{
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VampiricEmbraceSpell spell = new VampiricEmbraceSpell(this, null);
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spell.Cast();
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}
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}
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}
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private void DoSpecial()
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{
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if (this.Map == null || this.Map == Map.Internal)
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return;
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Map m = this.Map;
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for (int i = 0; i < 4; i++)
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{
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Timer.DelayCall(TimeSpan.FromMilliseconds(i * 50), o =>
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{
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Server.Misc.Geometry.Circle2D(this.Location, m, (int)o, (pnt, map) =>
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{
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Effects.SendLocationEffect(pnt, map, Utility.RandomBool() ? 14000 : 14013, 14, 20, 2018, 0);
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});
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}, i);
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}
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Timer.DelayCall(TimeSpan.FromMilliseconds(200), () =>
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{
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if (m != null)
|
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{
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List<Mobile> list = new List<Mobile>();
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IPooledEnumerable eable = m.GetMobilesInRange(this.Location, 4);
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||||
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foreach (Mobile mob in eable)
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{
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if (mob.AccessLevel > AccessLevel.Player)
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continue;
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if (mob is PlayerMobile || (mob is BaseCreature && ((BaseCreature)mob).GetMaster() is PlayerMobile) && CanBeHarmful(mob))
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list.Add(mob);
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||||
}
|
||||
|
||||
list.ForEach(mob =>
|
||||
{
|
||||
AOS.Damage(mob, this, Utility.RandomMinMax(80, 90), 0, 0, 0, 0, 0, 100, 0);
|
||||
});
|
||||
|
||||
list.Clear();
|
||||
list.TrimExcess();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public override void GenerateLoot()
|
||||
{
|
||||
this.AddLoot(LootPack.UltraRich, 2);
|
||||
}
|
||||
|
||||
public Invader(Serial serial)
|
||||
: base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize(GenericWriter writer)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(0);
|
||||
|
||||
writer.Write((int)_Specialty);
|
||||
writer.Write((int)_InvasionType);
|
||||
writer.Write(_Sampire);
|
||||
}
|
||||
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
int version = reader.ReadInt();
|
||||
|
||||
_Specialty = (SkillName)reader.ReadInt();
|
||||
_InvasionType = (InvasionType)reader.ReadInt();
|
||||
_Sampire = reader.ReadBool();
|
||||
|
||||
_NextSpecial = DateTime.UtcNow;
|
||||
}
|
||||
}
|
||||
|
||||
public class InvaderCaptain : Invader
|
||||
{
|
||||
public override double MinSkill { get { return 105.0; } }
|
||||
public override double MaxSkill { get { return 130.0; } }
|
||||
public override int MinResist { get { return 20; } }
|
||||
public override int MaxResist { get { return 30; } }
|
||||
|
||||
[Constructable]
|
||||
public InvaderCaptain(InvasionType type) : base(type)
|
||||
{
|
||||
SetStr(250);
|
||||
SetDex(SpellCaster ? 150 : 200);
|
||||
SetInt(SpellCaster ? 1000 : 5000);
|
||||
|
||||
SetHits(8000, 12000);
|
||||
|
||||
if (AI == AIType.AI_Melee)
|
||||
SetDamage(22, 30);
|
||||
else if (!SpellCaster)
|
||||
SetDamage(20, 28);
|
||||
else
|
||||
SetDamage(10, 20);
|
||||
|
||||
Fame = 48000;
|
||||
Karma = -48000;
|
||||
}
|
||||
|
||||
public override void OnDeath(Container c)
|
||||
{
|
||||
base.OnDeath(c);
|
||||
|
||||
var rights = GetLootingRights();
|
||||
rights.Sort();
|
||||
|
||||
List<Mobile> list = rights.Select(x => x.m_Mobile).Where(m => m.InRange(c.Location, 20)).ToList();
|
||||
|
||||
if(list.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Mobile drop;
|
||||
Item item = InvasionController.CreateItem(list[0]);
|
||||
|
||||
if (list.Count == 1 || i >= list.Count)
|
||||
drop = list[0];
|
||||
else
|
||||
drop = list[i];
|
||||
|
||||
drop.SendLocalizedMessage(1154530); // You notice the crest of Minax on your fallen foe's equipment and decide it may be of some value...
|
||||
|
||||
if (drop.Backpack == null || !drop.Backpack.TryDropItem(drop, item, false))
|
||||
{
|
||||
drop.BankBox.DropItem(item);
|
||||
drop.SendLocalizedMessage(1079730); // // The item has been placed into your bank box.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ColUtility.Free(list);
|
||||
}
|
||||
|
||||
public override void GenerateLoot()
|
||||
{
|
||||
this.AddLoot(LootPack.UltraRich, 2);
|
||||
this.AddLoot(LootPack.SuperBoss, 1);
|
||||
}
|
||||
|
||||
public InvaderCaptain(Serial serial)
|
||||
: base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize(GenericWriter writer)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(0);
|
||||
}
|
||||
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
using System;
|
||||
using Server;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Server.Mobiles;
|
||||
using Server.Items;
|
||||
using Server.Engines.CityLoyalty;
|
||||
|
||||
namespace Server.Engines.Blackthorn
|
||||
{
|
||||
public class InvasionBeacon : Beacon
|
||||
{
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public InvasionController Controller { get; set; }
|
||||
|
||||
public override bool CanDamage { get { return Controller == null || Controller.BeaconVulnerable; } }
|
||||
|
||||
public InvasionBeacon(InvasionController controller)
|
||||
{
|
||||
Controller = controller;
|
||||
Name = "lighthouse";
|
||||
Level = ItemLevel.Easy; // Hard
|
||||
}
|
||||
|
||||
public override void OnHalfDamage()
|
||||
{
|
||||
IPooledEnumerable eable = this.Map.GetMobilesInRange(this.Location, 20);
|
||||
|
||||
foreach (Mobile m in eable)
|
||||
{
|
||||
if (m.NetState != null)
|
||||
m.PrivateOverheadMessage(Server.Network.MessageType.Regular, 1154, 1154551, m.NetState); // *Minax's Beacon surges with energy into an invulnerable state! Defeat her Captains to weaken the Beacon's defenses!*
|
||||
}
|
||||
|
||||
eable.Free();
|
||||
|
||||
if (Controller != null)
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(1), () => Controller.SpawnWave());
|
||||
}
|
||||
|
||||
public override bool OnBeforeDestroyed()
|
||||
{
|
||||
if (Controller != null)
|
||||
Controller.OnBeaconDestroyed();
|
||||
|
||||
return base.OnBeforeDestroyed();
|
||||
}
|
||||
|
||||
public InvasionBeacon(Serial serial)
|
||||
: base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize(GenericWriter writer)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(0);
|
||||
}
|
||||
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,647 @@
|
||||
using System;
|
||||
using Server;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Server.Mobiles;
|
||||
using Server.Items;
|
||||
using Server.Engines.CityLoyalty;
|
||||
using Server.Misc;
|
||||
|
||||
namespace Server.Engines.Blackthorn
|
||||
{
|
||||
public enum InvasionType
|
||||
{
|
||||
Dragons,
|
||||
Undead,
|
||||
Elemental,
|
||||
Daemon,
|
||||
Orc,
|
||||
Wildlings,
|
||||
Frost,
|
||||
Arachnid,
|
||||
Fey,
|
||||
Nature
|
||||
}
|
||||
|
||||
public class InvasionController : Item
|
||||
{
|
||||
public static bool Enabled = true;
|
||||
public static int WaveCountMin = 8;
|
||||
public static int WaveCountMax = 10;
|
||||
public static int MaxWaves = 2;
|
||||
|
||||
[CommandProperty(AccessLevel.Administrator)]
|
||||
public static InvasionController TramInstance { get; set; }
|
||||
|
||||
[CommandProperty(AccessLevel.Administrator)]
|
||||
public static InvasionController FelInstance { get; set; }
|
||||
|
||||
[CommandProperty(AccessLevel.Administrator)]
|
||||
public bool ForceRespawn
|
||||
{
|
||||
get
|
||||
{
|
||||
return false;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (!value)
|
||||
return;
|
||||
|
||||
RemoveSpawn();
|
||||
OnEndInvasion();
|
||||
Cleanup();
|
||||
BeginInvasion();
|
||||
}
|
||||
}
|
||||
|
||||
public static Dictionary<City, InvasionDefinition> Defs;
|
||||
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public City CurrentInvasion { get; set; }
|
||||
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public InvasionType InvasionType { get; set; }
|
||||
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public InvasionBeacon Beacon { get; set; }
|
||||
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public int SpawnCount
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Spawn == null || Spawn.Count == 0)
|
||||
return 0;
|
||||
|
||||
int count = 0;
|
||||
|
||||
foreach (KeyValuePair<BaseCreature, List<BaseCreature>> kvp in Spawn)
|
||||
{
|
||||
if (kvp.Key.Alive)
|
||||
count++;
|
||||
|
||||
count += kvp.Value.Where(bc => bc.Alive).Count();
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
public Dictionary<BaseCreature, List<BaseCreature>> Spawn { get; set; }
|
||||
|
||||
public List<Rectangle2D> SpawnZones { get; set; }
|
||||
|
||||
[CommandProperty(AccessLevel.GameMaster)]
|
||||
public int CurrentWave { get; private set; }
|
||||
|
||||
public bool BeaconVulnerable { get { return Beacon != null && (Spawn == null || Spawn.Count == 0); } }
|
||||
|
||||
public InvasionController(Map map) : base(3796)
|
||||
{
|
||||
Movable = false;
|
||||
Visible = false;
|
||||
|
||||
Spawn = new Dictionary<BaseCreature, List<BaseCreature>>();
|
||||
SpawnZones = new List<Rectangle2D>();
|
||||
|
||||
if (Enabled)
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(10), BeginInvasion);
|
||||
}
|
||||
|
||||
public override void OnDoubleClick(Mobile from)
|
||||
{
|
||||
if (from.AccessLevel > AccessLevel.GameMaster)
|
||||
{
|
||||
from.SendGump(new Server.Gumps.PropertiesGump(from, this));
|
||||
}
|
||||
}
|
||||
|
||||
private Type[][] _SpawnTable =
|
||||
{
|
||||
new Type[] { typeof(Dragon), typeof(Drake), typeof(GiantSerpent), typeof(Reptalon), typeof(Hydra) },
|
||||
new Type[] { typeof(Lich), typeof(Wraith), typeof(Mummy), typeof(Zombie), typeof(SkeletalKnight), typeof(BoneKnight) },
|
||||
new Type[] { typeof(MudElemental), typeof(MoltenEarthElemental), typeof(DiseasedBloodElemental), typeof(GreaterAirElemental),
|
||||
typeof(GreaterBloodElemental), typeof(GreaterEarthElemental), typeof(GreaterWaterElemental), typeof(ShameGreaterPoisonElemental),
|
||||
typeof(StoneElemental) },
|
||||
new Type[] { typeof(Daemon), typeof(Succubus), typeof(Imp), typeof(ChaosDaemon), typeof(BoneDemon) },
|
||||
new Type[] { typeof(Orc), typeof(OrcBomber), typeof(OrcishMage), typeof(OrcishLord) },
|
||||
new Type[] { typeof(SwampTentacle), typeof(PlagueBeast), typeof(Bogling), typeof(FeralTreefellow) },
|
||||
new Type[] { typeof(IceElemental), typeof(SnowElemental), typeof(IceFiend), typeof(FrostTroll), typeof(IceSerpent) },
|
||||
new Type[] { typeof(DreadSpider), typeof(GiantBlackWidow), typeof(Scorpion), typeof(TerathanWarrior), typeof(WolfSpider) },
|
||||
new Type[] { typeof(Satyr), typeof(Centaur), typeof(CuSidhe), typeof(Wisp), typeof(MLDryad) },
|
||||
new Type[] { typeof(DireWolf), typeof(GiantRat), typeof(Troglodyte), typeof(RagingGrizzlyBear), typeof(GreaterMongbat) },
|
||||
};
|
||||
|
||||
public void BeginInvasion()
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
RemoveSpawn();
|
||||
|
||||
CurrentWave = 1;
|
||||
InvasionType newType;
|
||||
City newCity;
|
||||
|
||||
do
|
||||
{
|
||||
newType = (InvasionType)Utility.Random(10);
|
||||
}
|
||||
while(newType == this.InvasionType);
|
||||
|
||||
do
|
||||
{
|
||||
newCity = (City)Utility.Random(9);
|
||||
}
|
||||
while (newCity == this.CurrentInvasion);
|
||||
|
||||
this.CurrentInvasion = newCity;
|
||||
this.InvasionType = newType;
|
||||
SpawnZones = Defs[CurrentInvasion].SpawnRecs.ToList();
|
||||
|
||||
Beacon = new InvasionBeacon(this);
|
||||
Beacon.MoveToWorld(Defs[CurrentInvasion].BeaconLoc, this.Map);
|
||||
|
||||
// Shuffle zones
|
||||
for(int i = 0; i < 8; i++)
|
||||
{
|
||||
var rec = SpawnZones[Utility.Random(SpawnZones.Count)];
|
||||
SpawnZones.Remove(rec);
|
||||
SpawnZones.Insert(0, rec);
|
||||
}
|
||||
|
||||
SpawnWave();
|
||||
}
|
||||
|
||||
public void SpawnWave()
|
||||
{
|
||||
List<Rectangle2D> zones = new List<Rectangle2D>(SpawnZones);
|
||||
|
||||
for(int j = 0; j < 2; j++)
|
||||
{
|
||||
Rectangle2D spawnrec = zones[Utility.Random(zones.Count)];
|
||||
zones.Remove(spawnrec);
|
||||
|
||||
int count = Utility.RandomMinMax(WaveCountMin, WaveCountMax);
|
||||
List<BaseCreature> list = new List<BaseCreature>();
|
||||
|
||||
for(int i = 0; i < count; i++)
|
||||
{
|
||||
BaseCreature bc = Activator.CreateInstance(_SpawnTable[(int)this.InvasionType][Utility.Random(_SpawnTable[(int)this.InvasionType].Length)]) as BaseCreature;
|
||||
|
||||
Server.Engines.XmlSpawner2.XmlAttach.AttachTo(bc, new Server.Engines.XmlSpawner2.XmlData("Notoriety", "red"));
|
||||
|
||||
if (SpawnMobile(bc, spawnrec))
|
||||
{
|
||||
list.Add(bc);
|
||||
}
|
||||
else
|
||||
{
|
||||
bc.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Invader invader = new Invader(this.InvasionType);
|
||||
|
||||
if (SpawnMobile(invader, spawnrec))
|
||||
{
|
||||
list.Add(invader);
|
||||
}
|
||||
else
|
||||
invader.Delete();
|
||||
}
|
||||
|
||||
InvaderCaptain capt = new InvaderCaptain(this.InvasionType);
|
||||
capt.Blessed = true;
|
||||
|
||||
if (SpawnMobile(capt, spawnrec) || SpawnMobile(capt, new Rectangle2D(Defs[CurrentInvasion].BeaconLoc.X - 10, Defs[CurrentInvasion].BeaconLoc.Y - 10, 20, 20)))
|
||||
{
|
||||
Spawn[capt] = list;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool SpawnMobile(BaseCreature bc, Rectangle2D spawnrec)
|
||||
{
|
||||
if (Map == null)
|
||||
return false;
|
||||
|
||||
if (bc != null)
|
||||
{
|
||||
for (int i = 0; i < 25; i++)
|
||||
{
|
||||
Point3D p = this.Map.GetRandomSpawnPoint(spawnrec);
|
||||
bool exempt = false;
|
||||
|
||||
if (spawnrec.X == 6444 && spawnrec.Y == 2446)
|
||||
{
|
||||
exempt = true;
|
||||
p.Z = -2;
|
||||
}
|
||||
|
||||
if (exempt || this.Map.CanFit(p.X, p.Y, p.Z, 16, false, false, true))
|
||||
{
|
||||
bc.MoveToWorld(p, this.Map);
|
||||
bc.Home = Defs[CurrentInvasion].BeaconLoc;
|
||||
bc.SeeksHome = true;
|
||||
bc.RangeHome = Utility.RandomMinMax(5, 10);
|
||||
bc.CanSwim = false;
|
||||
bc.Tamable = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void OnDeath(BaseCreature bc)
|
||||
{
|
||||
if (bc == null || bc.Controlled || bc.Summoned)
|
||||
return;
|
||||
|
||||
if (Spawn.ContainsKey(bc))
|
||||
{
|
||||
Spawn.Remove(bc);
|
||||
|
||||
bool wavecomplete = true;
|
||||
foreach (KeyValuePair<BaseCreature, List<BaseCreature>> kvp in Spawn)
|
||||
{
|
||||
if (kvp.Key != null && kvp.Key.Alive)
|
||||
{
|
||||
wavecomplete = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (wavecomplete)
|
||||
CompleteWave();
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (KeyValuePair<BaseCreature, List<BaseCreature>> kvp in Spawn)
|
||||
{
|
||||
if (kvp.Value.Contains(bc))
|
||||
kvp.Value.Remove(bc);
|
||||
|
||||
int count = kvp.Value.Where(b => b != null && b.Alive).Count();
|
||||
|
||||
if (count == 0 && kvp.Key.Alive)
|
||||
{
|
||||
kvp.Key.Blessed = false;
|
||||
kvp.Key.Delta(MobileDelta.Noto);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CleanupSpawn()
|
||||
{
|
||||
if (Spawn == null)
|
||||
return;
|
||||
|
||||
List<BaseCreature> list = null;
|
||||
|
||||
foreach (KeyValuePair<BaseCreature, List<BaseCreature>> kvp in Spawn)
|
||||
{
|
||||
if (kvp.Value != null)
|
||||
{
|
||||
list = new List<BaseCreature>(kvp.Value);
|
||||
|
||||
foreach (BaseCreature b in list.Where(bc => bc == null || !bc.Alive || bc.Deleted))
|
||||
kvp.Value.Remove(b);
|
||||
}
|
||||
|
||||
if (list != null && list.Count > 0)
|
||||
{
|
||||
list.Clear();
|
||||
list.TrimExcess();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CompleteWave()
|
||||
{
|
||||
if(CurrentWave == MaxWaves)
|
||||
{
|
||||
DoMessage();
|
||||
}
|
||||
else
|
||||
{
|
||||
DoMessage();
|
||||
CurrentWave++;
|
||||
}
|
||||
}
|
||||
|
||||
private void DoMessage()
|
||||
{
|
||||
if (this.Map == null)
|
||||
return;
|
||||
|
||||
IPooledEnumerable eable = this.Map.GetMobilesInRange(Beacon.Location, 20);
|
||||
|
||||
foreach (Mobile m in eable)
|
||||
{
|
||||
if (m != null && m.NetState != null)
|
||||
m.PrivateOverheadMessage(Server.Network.MessageType.Regular, 1154, 1154550, m.NetState); // *A sound roars in the distance...Minax's Beacon is vulnerable to attack!!*
|
||||
}
|
||||
|
||||
eable.Free();
|
||||
}
|
||||
|
||||
public void OnBeaconDestroyed()
|
||||
{
|
||||
OnEndInvasion();
|
||||
|
||||
Timer.DelayCall(TimeSpan.FromMinutes(2), () =>
|
||||
{
|
||||
Cleanup();
|
||||
BeginInvasion();
|
||||
});
|
||||
}
|
||||
|
||||
public void OnEndInvasion()
|
||||
{
|
||||
if (Beacon != null)
|
||||
{
|
||||
List<Mobile> rights = Beacon.GetLootingRights();
|
||||
|
||||
if (rights != null)
|
||||
{
|
||||
foreach (Mobile damager in rights.Where(mob => mob.InRange(Beacon.Location, 12)))
|
||||
{
|
||||
if (0.15 < Utility.RandomDouble())
|
||||
continue;
|
||||
|
||||
Item i = CreateItem(damager);
|
||||
|
||||
if (i != null)
|
||||
{
|
||||
damager.PlaySound(0x5B4);
|
||||
damager.SendLocalizedMessage(1154554); // You recover an artifact bearing the crest of Minax from the rubble.
|
||||
|
||||
if (!damager.PlaceInBackpack(i))
|
||||
{
|
||||
if (damager.BankBox != null && damager.BankBox.TryDropItem(damager, i, false))
|
||||
damager.SendLocalizedMessage(1079730); // The item has been placed into your bank box.
|
||||
else
|
||||
{
|
||||
damager.SendLocalizedMessage(1072523); // You find an artifact, but your backpack and bank are too full to hold it.
|
||||
i.MoveToWorld(damager.Location, damager.Map);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Item CreateItem(Mobile damager)
|
||||
{
|
||||
Item i = Loot.RandomArmorOrShieldOrWeaponOrJewelry(LootPackEntry.IsInTokuno(damager), LootPackEntry.IsMondain(damager), LootPackEntry.IsStygian(damager));
|
||||
|
||||
if (i != null)
|
||||
{
|
||||
RunicReforging.GenerateRandomItem(i, damager, Utility.RandomMinMax(700, 800), damager is PlayerMobile ? ((PlayerMobile)damager).RealLuck : 0, ReforgedPrefix.None, ReforgedSuffix.Minax);
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
public void Cleanup()
|
||||
{
|
||||
if (Beacon != null)
|
||||
Beacon.Delete();
|
||||
}
|
||||
|
||||
public void RemoveSpawn()
|
||||
{
|
||||
if (Spawn == null)
|
||||
return;
|
||||
|
||||
Dictionary<BaseCreature, List<BaseCreature>> copy = Spawn;
|
||||
Spawn = new Dictionary<BaseCreature, List<BaseCreature>>();
|
||||
|
||||
foreach (KeyValuePair<BaseCreature, List<BaseCreature>> kvp in copy)
|
||||
{
|
||||
foreach (BaseCreature bc in kvp.Value.Where(b => b.Alive))
|
||||
bc.Kill();
|
||||
|
||||
if (kvp.Key.Alive)
|
||||
{
|
||||
kvp.Key.Blessed = false;
|
||||
kvp.Key.Kill();
|
||||
}
|
||||
}
|
||||
|
||||
copy.Clear();
|
||||
}
|
||||
|
||||
public InvasionController(Serial serial) : base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize(GenericWriter writer)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(0);
|
||||
|
||||
writer.Write((int)CurrentInvasion);
|
||||
writer.Write((int)InvasionType);
|
||||
writer.Write(Beacon);
|
||||
writer.Write(CurrentWave);
|
||||
|
||||
writer.Write(SpawnZones == null ? 0 : SpawnZones.Count);
|
||||
SpawnZones.ForEach(rec => writer.Write(rec));
|
||||
|
||||
writer.Write(Spawn == null ? 0 : Spawn.Count);
|
||||
foreach(KeyValuePair<BaseCreature, List<BaseCreature>> kvp in Spawn)
|
||||
{
|
||||
writer.Write(kvp.Key);
|
||||
writer.Write(kvp.Value.Count);
|
||||
kvp.Value.ForEach(bc => writer.Write(bc));
|
||||
}
|
||||
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(30), CleanupSpawn);
|
||||
}
|
||||
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
int version = reader.ReadInt();
|
||||
|
||||
Spawn = new Dictionary<BaseCreature, List<BaseCreature>>();
|
||||
SpawnZones = new List<Rectangle2D>();
|
||||
|
||||
if(Map == Map.Trammel)
|
||||
TramInstance = this;
|
||||
|
||||
if(Map == Map.Felucca)
|
||||
FelInstance = this;
|
||||
|
||||
CurrentInvasion = (City)reader.ReadInt();
|
||||
InvasionType = (InvasionType)reader.ReadInt();
|
||||
Beacon = reader.ReadItem() as InvasionBeacon;
|
||||
CurrentWave = reader.ReadInt();
|
||||
|
||||
if (Beacon != null)
|
||||
Beacon.Controller = this;
|
||||
|
||||
int count = reader.ReadInt();
|
||||
for(int i = 0; i < count; i++)
|
||||
{
|
||||
SpawnZones.Add(reader.ReadRect2D());
|
||||
}
|
||||
|
||||
count = reader.ReadInt();
|
||||
for(int i = 0; i < count; i++)
|
||||
{
|
||||
BaseCreature captain = reader.ReadMobile() as BaseCreature;
|
||||
int c = reader.ReadInt();
|
||||
|
||||
List<BaseCreature> list = new List<BaseCreature>();
|
||||
|
||||
for(int j = 0; j < c; j++)
|
||||
{
|
||||
BaseCreature spawn = reader.ReadMobile() as BaseCreature;
|
||||
|
||||
if(spawn != null)
|
||||
{
|
||||
list.Add(spawn);
|
||||
}
|
||||
}
|
||||
|
||||
if(captain != null)
|
||||
Spawn[captain] = list;
|
||||
else
|
||||
{
|
||||
list.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
Timer.DelayCall(TimeSpan.FromSeconds(10), () =>
|
||||
{
|
||||
if (Beacon == null || Beacon.Destroyed)
|
||||
{
|
||||
Timer.DelayCall(TimeSpan.FromMinutes(2), () =>
|
||||
{
|
||||
Cleanup();
|
||||
BeginInvasion();
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
if (TramInstance == null)
|
||||
{
|
||||
TramInstance = new InvasionController(Map.Trammel);
|
||||
TramInstance.MoveToWorld(new Point3D(6359, 2570, 0), Map.Trammel);
|
||||
}
|
||||
|
||||
if (FelInstance == null)
|
||||
{
|
||||
TramInstance = new InvasionController(Map.Felucca);
|
||||
TramInstance.MoveToWorld(new Point3D(6359, 2570, 0), Map.Felucca);
|
||||
}
|
||||
|
||||
Defs = new Dictionary<City, InvasionDefinition>();
|
||||
|
||||
Defs[City.Moonglow] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6314, 2571, 10, 5),
|
||||
new Rectangle2D(6288, 2535, 8, 15),
|
||||
new Rectangle2D(6322, 2527, 8, 8),
|
||||
new Rectangle2D(6302, 2524, 10, 5),
|
||||
},
|
||||
new Point3D(6317, 2555, 0));
|
||||
|
||||
Defs[City.Britain] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6296, 2464, 7, 7),
|
||||
new Rectangle2D(6332, 2473, 8, 10),
|
||||
new Rectangle2D(6320, 2508, 3, 8),
|
||||
new Rectangle2D(6287, 2494, 8, 8),
|
||||
},
|
||||
new Point3D(6316, 2477, 11));
|
||||
|
||||
Defs[City.Jhelom] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6450, 2465, 10, 8),
|
||||
new Rectangle2D(6418, 2497, 15, 5),
|
||||
new Rectangle2D(6417, 2469, 5, 10),
|
||||
new Rectangle2D(6432, 2507, 10, 5),
|
||||
},
|
||||
new Point3D(6448, 2492, 5));
|
||||
|
||||
Defs[City.Yew] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6314, 2397, 12, 5),
|
||||
new Rectangle2D(6317, 2440, 10, 10),
|
||||
new Rectangle2D(6286, 2432, 8, 8),
|
||||
new Rectangle2D(6289, 2405, 5, 5),
|
||||
},
|
||||
new Point3D(6305, 2423, 0));
|
||||
|
||||
Defs[City.Minoc] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6309, 2339, 10, 5),
|
||||
new Rectangle2D(6290, 2367, 5, 10),
|
||||
new Rectangle2D(6304, 2378, 10, 5),
|
||||
new Rectangle2D(6323, 2344, 5, 10)
|
||||
},
|
||||
new Point3D(6307, 2362, 15));
|
||||
|
||||
Defs[City.Trinsic] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6356, 2371, 10, 10),
|
||||
new Rectangle2D(6354, 2344, 5, 10),
|
||||
new Rectangle2D(6366, 2344, 5, 7),
|
||||
new Rectangle2D(6386, 2355, 8, 8),
|
||||
},
|
||||
new Point3D(6402, 2368, 25));
|
||||
|
||||
Defs[City.SkaraBrae] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6434, 2330, 10, 5),
|
||||
new Rectangle2D(6456, 2342, 5, 10),
|
||||
new Rectangle2D(6458, 2368, 15, 6),
|
||||
new Rectangle2D(6440, 2384, 10, 3),
|
||||
new Rectangle2D(6412, 2360, 12, 12),
|
||||
},
|
||||
new Point3D(6442, 2351, 0));
|
||||
|
||||
Defs[City.NewMagincia] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6426, 2397, 10, 5),
|
||||
new Rectangle2D(6444, 2446, 10, 5),
|
||||
new Rectangle2D(6436, 2395, 5, 8),
|
||||
new Rectangle2D(6419, 2446, 10, 5),
|
||||
},
|
||||
new Point3D(6440, 2419, 26));
|
||||
|
||||
Defs[City.Vesper] = new InvasionDefinition(
|
||||
new Rectangle2D[]
|
||||
{
|
||||
new Rectangle2D(6428, 2534, 10, 5),
|
||||
new Rectangle2D(6458, 2534, 5, 10),
|
||||
new Rectangle2D(6460, 2551, 5, 10),
|
||||
new Rectangle2D(6433, 2561, 6, 6),
|
||||
},
|
||||
new Point3D(6444, 2553, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using Server;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Server.Mobiles;
|
||||
using Server.Items;
|
||||
using Server.Engines.CityLoyalty;
|
||||
|
||||
namespace Server.Engines.Blackthorn
|
||||
{
|
||||
public class InvasionDefinition
|
||||
{
|
||||
public Rectangle2D[] SpawnRecs { get; set; }
|
||||
public Point3D BeaconLoc { get; set; }
|
||||
|
||||
public InvasionDefinition(Rectangle2D[] spawn, Point3D beaconLoc)
|
||||
{
|
||||
SpawnRecs = spawn;
|
||||
BeaconLoc = beaconLoc;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user