if ( Core.ML )
{
oreAndStone.BonusResources = new BonusHarvestResource[]
{
new BonusHarvestResource( 0, 99.3, null, null ), //Nothing 99.3****************this number is important
new BonusHarvestResource( 100, .1, 1072562, typeof( BlueDiamond ) ),
new BonusHarvestResource( 100, .1, 1072567, typeof( DarkSapphire ) ),
new BonusHarvestResource( 100, .1, 1072570, typeof( EcruCitrine ) ),
new BonusHarvestResource( 100, .1, 1072564, typeof( FireRuby ) ),
new BonusHarvestResource( 100, .1, 1072566, typeof( PerfectEmerald ) ),
new BonusHarvestResource( 100, .1, 1072568, typeof( Turquoise ) ),
};
//SA
if (OreAndStoneMap == Server.Map.TerMur)
{
new BonusHarvestResource(100, 0.1, 1113799, typeof(CrystallineBlackrock));
}
else
new BonusHarvestResource(100, 0.1, 1072568, typeof( Turquoise ) ),
}
//End SA
publicoverridevoid OnDeath(Container c)
{
base.OnDeath(c);
if (Utility.RandomDouble() < 0.1)
c.DropItem(new CrystallineBlackrock());
}
Is there a way to check for Map in the bonus harvest resources section? I've tried a variety of combination to no avail.if (OreAndStoneMap == Server.Map.TerMur)
if (item.Stackable)
{
int amount = def.ConsumedPerHarvest;
int feluccaAmount = def.ConsumedPerFeluccaHarvest;
int racialAmount = (int)Math.Ceiling(amount * 1.1);
int feluccaRacialAmount = (int)Math.Ceiling(feluccaAmount * 1.1);
bool eligableForRacialBonus = (def.RaceBonus && from.Race == Race.Human);
bool inFelucca = (map == Map.Felucca);
if (eligableForRacialBonus && inFelucca && bank.Current >= feluccaRacialAmount && 0.1 > Utility.RandomDouble())
item.Amount = feluccaRacialAmount;
else if (inFelucca && bank.Current >= feluccaAmount)
item.Amount = feluccaAmount;
else if (eligableForRacialBonus && bank.Current >= racialAmount && 0.1 > Utility.RandomDouble())
item.Amount = racialAmount;
else
item.Amount = amount;
}
Region reg = Region.Find(c.GetWorldLocation(), c.Map);
if (1.0 > Utility.RandomDouble() && reg.Name == "Fire Temple Ruins")
if (!Core.ML || this.Map == Map.Felucca)
{
new StarRoomGate(true, this.m_Altar.Location, this.m_Altar.Map);
}
if (item.Stackable)
{
int amount = def.ConsumedPerHarvest;
int feluccaAmount = def.ConsumedPerFeluccaHarvest;
int racialAmount = (int)Math.Ceiling(amount * 1.1);
int feluccaRacialAmount = (int)Math.Ceiling(feluccaAmount * 1.1);
bool eligableForRacialBonus = (def.RaceBonus && from.Race == Race.Human);
bool inFelucca = (map == Map.Felucca);
//Begin edit for CrystallineBlackrock
if (map == Map.TerMur && (0.01 >= Utility.RandomDouble() && (from.Skills.Mining.Value >= 100) && (def.Veins == Harvest.Mining.System.OreAndStone.Veins))) // 1 in 100 chance
{
if (from.TotalWeight < from.MaxWeight)
{
from.AddToBackpack(new CrystallineBlackrock());
from.SendMessage("You dig up some crystalline blackrock");
}
else
{
from.SendMessage("You attempted to dig up some crystalline blackrock but your backpack was full");
}
}
//end edit for CrystallineBlackrock
Curious does this need to check if you are mining oreandstone tiles, meaning will you have a chance to find crystallineblackrock while mining for sandEnded up editing the section you originally suggested Omni
For anyone wishing to do this themselves;
In HarvestSystem.cs
find this section of code around line 169
Code:if (item.Stackable) { int amount = def.ConsumedPerHarvest; int feluccaAmount = def.ConsumedPerFeluccaHarvest; int racialAmount = (int)Math.Ceiling(amount * 1.1); int feluccaRacialAmount = (int)Math.Ceiling(feluccaAmount * 1.1); bool eligableForRacialBonus = (def.RaceBonus && from.Race == Race.Human); bool inFelucca = (map == Map.Felucca);
Then add the following underneath;
Code://Begin edit for CrystallineBlackrock if (map == Map.TerMur && (0.01 >= Utility.RandomDouble() && (from.Skills.Mining.Value >= 100))) // 1 in 100 chance { if (from.TotalWeight < from.MaxWeight) { from.AddToBackpack(new CrystallineBlackrock()); from.SendMessage("You dig up some crystalline blackrock"); } else { from.SendMessage("You attempted to dig up some crystalline blackrock but your backpack was full"); } } //end edit for CrystallineBlackrock
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