I have a Server using RunUO - [www.runuo.com] Version 2.1, Build 6905.732
Core: Running on .NET Framework Version 4.0.30319
Core: Optimizing for 12 64-bit processors
A week ago I decided to tweak the rewards dropped when a Champion is killed.
My hope is to encourage more 'group activity' and give special rewards if a group is used as opposed to having them soloed. (if they are soloed then the reward is sufficient because it does not need to be shared).
Well . . with my limited experience scripting (specifically with Lists and DamageStore), I am stumbling badly trying to identify the 'group members' to drop my reward in their backpack.
I have tried numerous variations and done several searches trying to find a solution but now I'm dead in the water.
If anyone can help out on this your help would be much appreciated.
Here is my latest set of Errors:
and . . here is where the Errors are (the 'OnDeath' section of my BaseChampion.cs)
and . . here is my complete BaseChampion.cs
Thank you for your time looking at this one.
*bows*
Core: Running on .NET Framework Version 4.0.30319
Core: Optimizing for 12 64-bit processors
A week ago I decided to tweak the rewards dropped when a Champion is killed.
My hope is to encourage more 'group activity' and give special rewards if a group is used as opposed to having them soloed. (if they are soloed then the reward is sufficient because it does not need to be shared).
Well . . with my limited experience scripting (specifically with Lists and DamageStore), I am stumbling badly trying to identify the 'group members' to drop my reward in their backpack.
I have tried numerous variations and done several searches trying to find a solution but now I'm dead in the water.
If anyone can help out on this your help would be much appreciated.
Here is my latest set of Errors:
Code:
Errors:
+ Mobiles/Special/BaseChampion.cs:
CS0103: Line 362: The name 'm' does not exist in the current context
CS0103: Line 367: The name 'm' does not exist in the current context
CS0103: Line 372: The name 'm' does not exist in the current context
CS0103: Line 378: The name 'm' does not exist in the current context
and . . here is where the Errors are (the 'OnDeath' section of my BaseChampion.cs)
Code:
public override void OnDeath( Container c )
{
List<DamageStore> rights = BaseCreature.GetLootingRights( this.DamageEntries, this.HitsMax );
List<Mobile> toGive = new List<Mobile>();
for ( int i = rights.Count - 1; i >= 0; --i )
{
DamageStore ds = rights[i];
if ( ds.m_HasRight )
toGive.Add( ds.m_Mobile );
}
if ( toGive.Count == 1 )
{
World.Broadcast( 0x35, true, "A Champion was just slain by one person.");
m.AddToBackpack(new BronzeRewardBag());
}
if ( toGive.Count == 2 )
{
World.Broadcast( 0x35, true, "A Champion was just slain with injuries from two hunters.");
m.AddToBackpack( new SilverRewardBag() );
}
if ( toGive.Count == 3 )
{
World.Broadcast( 0x35, true, "A Champion was just slain with injuries from three hunters.");
m.AddToBackpack( new GoldRewardBag() );
}
if ( toGive.Count > 3 )
{
World.Broadcast( 0x35, true, "A Champion was just slain with injuries from a group of hunters.");
m.AddToBackpack( new Aegis() );
}
if ( toGive.Count > 0 )
toGive[Utility.Random( toGive.Count )].AddToBackpack( new ChampionSkull( SkullType ) );
else
c.DropItem( new ChampionSkull( SkullType ) );
base.OnDeath( c );
}
and . . here is my complete BaseChampion.cs
Code:
using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Engines.CannedEvil;
using System.Collections.Generic;
namespace Server.Mobiles
{
public abstract class BaseChampion : BaseCreature
{
public BaseChampion( AIType aiType ) : this( aiType, FightMode.Closest )
{
}
public BaseChampion( AIType aiType, FightMode mode ) : base( aiType, mode, 18, 1, 0.1, 0.2 )
{
}
public BaseChampion( Serial serial ) : base( serial )
{
}
public abstract ChampionSkullType SkullType{ get; }
public abstract Type[] UniqueArtifacts { get; }
public abstract Type[] SharedArtifacts { get; }
public abstract Type[] DecorationArtifacts { get; }
public abstract MonsterStatuetteType[] StatueTypes { get; }
public virtual bool NoGoodies{ get{ return false; } }
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();
}
public Item GetArtifact()
{
double random = Utility.RandomDouble();
if (random < 0.30)
{
double random1 = Utility.Random(29);
if (random1 <= 4)
return CreateArtifact(UniqueArtifacts);
else if (random1 >= 5 && random1 <= 14)
return CreateArtifact(SharedArtifacts);
else
return CreateArtifact(DecorationArtifacts);
}
return null;
}
public Item CreateArtifact(Type[] list)
{
if (list.Length == 0)
return null;
int random = Utility.Random(list.Length);
Type type = list[random];
Item artifact = Loot.Construct(type);
if (artifact is MonsterStatuette && StatueTypes.Length > 0)
{
((MonsterStatuette)artifact).Type = StatueTypes[Utility.Random(StatueTypes.Length)];
((MonsterStatuette)artifact).LootType = LootType.Regular;
}
return artifact;
}
private PowerScroll CreateRandomPowerScroll()
{
int level;
double random = Utility.RandomDouble();
if( this is LordOaks )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Mephitis )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Neira )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Rikktor )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Semidar )
{
if ( 0.3 >= random )
level = 20;
else if ( 0.6 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Serado )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Ilhenir )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Twaulo )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
if( this is Meraktus )
{
if ( 0.2 >= random )
level = 20;
else if ( 0.5 >= random )
level = 15;
else
level = 10;
return PowerScroll.CreateRandomNoCraft( level, level );
}
else // calculating it the original way
{
if ( 0.05 >= random )
level = 20;
else if ( 0.2 >= random )
level = 15;
else if ( 0.5 >= random )
level = 10;
else
level = 5;
return PowerScroll.CreateRandomNoCraft( level, level );
}
}
public void GivePowerScrolls()
{
List<Mobile> toGive = new List<Mobile>();
List<DamageStore> rights = BaseCreature.GetLootingRights( this.DamageEntries, this.HitsMax );
for ( int i = rights.Count - 1; i >= 0; --i )
{
DamageStore ds = rights[i];
if ( ds.m_HasRight )
toGive.Add( ds.m_Mobile );
}
if ( toGive.Count == 0 )
return;
for( int i = 0; i < toGive.Count; i++ )
{
Mobile m = toGive[i];
if( !(m is PlayerMobile) )
continue;
bool gainedPath = false;
int pointsToGain = 800;
if( VirtueHelper.Award( m, VirtueName.Valor, pointsToGain, ref gainedPath ) )
{
if( gainedPath )
m.SendLocalizedMessage( 1054032 ); // You have gained a path in Valor!
else
m.SendLocalizedMessage( 1054030 ); // You have gained in Valor!
//No delay on Valor gains
}
}
// Randomize
for ( int i = 0; i < toGive.Count; ++i )
{
int rand = Utility.Random( toGive.Count );
Mobile hold = toGive[i];
toGive[i] = toGive[rand];
toGive[rand] = hold;
}
for ( int i = 0; i < 8; ++i )
{
Mobile m = toGive[i % toGive.Count];
PowerScroll ps = CreateRandomPowerScroll();
GivePowerScrollTo( m, ps );
}
}
public static void GivePowerScrollTo( Mobile m, PowerScroll ps )
{
if( ps == null || m == null ) //sanity
return;
m.SendLocalizedMessage( 1049524 ); // You have received a scroll of power!
if( !Core.SE || m.Alive )
m.AddToBackpack( ps );
else
{
if( m.Corpse != null && !m.Corpse.Deleted )
m.Corpse.DropItem( ps );
else
m.AddToBackpack( ps );
}
if( m is PlayerMobile )
{
PlayerMobile pm = (PlayerMobile)m;
for( int j = 0; j < pm.JusticeProtectors.Count; ++j )
{
Mobile prot = pm.JusticeProtectors[j];
if( prot.Map != m.Map || prot.Kills >= 5 || prot.Criminal || !JusticeVirtue.CheckMapRegion( m, prot ) )
continue;
int chance = 0;
switch( VirtueHelper.GetLevel( prot, VirtueName.Justice ) )
{
case VirtueLevel.Seeker: chance = 60; break;
case VirtueLevel.Follower: chance = 80; break;
case VirtueLevel.Knight: chance = 100; break;
}
if( chance > Utility.Random( 100 ) )
{
PowerScroll powerScroll = new PowerScroll( ps.Skill, ps.Value );
prot.SendLocalizedMessage( 1049368 ); // You have been rewarded for your dedication to Justice!
if( !Core.SE || prot.Alive )
prot.AddToBackpack( powerScroll );
else
{
if( prot.Corpse != null && !prot.Corpse.Deleted )
prot.Corpse.DropItem( powerScroll );
else
prot.AddToBackpack( powerScroll );
}
}
}
}
}
public override bool OnBeforeDeath()
{
if ( !NoKillAwards )
{
GivePowerScrolls();
if ( (this is StoneManChamp) || (this is CPSemidar) )
{
return base.OnBeforeDeath();
}
if( NoGoodies )
return base.OnBeforeDeath();
Map map = this.Map;
if ( map != null )
{
for ( int x = -12; x <= 12; ++x )
{
for ( int y = -12; y <= 12; ++y )
{
double dist = Math.Sqrt(x*x+y*y);
if ( dist <= 12 )
new GoodiesTimer( map, X + x, Y + y ).Start();
}
}
}
}
return base.OnBeforeDeath();
}
public override void OnDeath( Container c )
{
//TODO: Confirm SE change or AoS one too?
List<DamageStore> rights = BaseCreature.GetLootingRights( this.DamageEntries, this.HitsMax );
List<Mobile> toGive = new List<Mobile>();
for ( int i = rights.Count - 1; i >= 0; --i )
{
DamageStore ds = rights[i];
if ( ds.m_HasRight )
toGive.Add( ds.m_Mobile );
}
if ( toGive.Count == 1 )
{
World.Broadcast( 0x35, true, "A Champion was just slain by one person.");
m.AddToBackpack(new BronzeRewardBag());
}
if ( toGive.Count == 2 )
{
World.Broadcast( 0x35, true, "A Champion was just slain with injuries from two hunters.");
m.AddToBackpack( new SilverRewardBag() );
}
if ( toGive.Count == 3 )
{
World.Broadcast( 0x35, true, "A Champion was just slain with injuries from three hunters.");
m.AddToBackpack( new GoldRewardBag() );
}
if ( toGive.Count > 0 )
toGive[Utility.Random( toGive.Count )].AddToBackpack( new ChampionSkull( SkullType ) );
else
c.DropItem( new ChampionSkull( SkullType ) );
base.OnDeath( c );
}
private class GoodiesTimer : Timer
{
private Map m_Map;
private int m_X, m_Y;
public GoodiesTimer( Map map, int x, int y ) : base( TimeSpan.FromSeconds( Utility.RandomDouble() * 10.0 ) )
{
m_Map = map;
m_X = x;
m_Y = y;
}
protected override void OnTick()
{
int z = m_Map.GetAverageZ( m_X, m_Y );
bool canFit = m_Map.CanFit( m_X, m_Y, z, 6, false, false );
for ( int i = -3; !canFit && i <= 3; ++i )
{
canFit = m_Map.CanFit( m_X, m_Y, z + i, 6, false, false );
if ( canFit )
z += i;
}
if ( !canFit )
return;
Gold g = new Gold( 100, 150 );
g.MoveToWorld( new Point3D( m_X, m_Y, z ), m_Map );
if ( 0.5 >= Utility.RandomDouble() )
{
switch ( Utility.Random( 3 ) )
{
case 0: // Fire column
{
Effects.SendLocationParticles( EffectItem.Create( g.Location, g.Map, EffectItem.DefaultDuration ), 0x3709, 10, 30, 5052 );
Effects.PlaySound( g, g.Map, 0x208 );
break;
}
case 1: // Explosion
{
Effects.SendLocationParticles( EffectItem.Create( g.Location, g.Map, EffectItem.DefaultDuration ), 0x36BD, 20, 10, 5044 );
Effects.PlaySound( g, g.Map, 0x307 );
break;
}
case 2: // Ball of fire
{
Effects.SendLocationParticles( EffectItem.Create( g.Location, g.Map, EffectItem.DefaultDuration ), 0x36FE, 10, 10, 5052 );
break;
}
}
}
}
}
}
}
Thank you for your time looking at this one.
*bows*
Last edited: