hey guys,
so i've been trying to build custom quests for recipe's i found this script
and am trying to add the BlacksmithSatchel to monsters, but i keep coming up with
here is the script i'm working on
any ideas?
so i've been trying to build custom quests for recipe's i found this script
Code:
using System;
using System.Collections.Generic;
using System.Text;
using Server;
using Server.Engines.Craft;
using Server.Items;
namespace Server.Engines.MLQuests.Items
{
public abstract class BaseCraftmansSatchel : Backpack
{
protected static readonly Type[] m_TalismanType = new Type[] { typeof( RandomTalisman ) };
public BaseCraftmansSatchel()
{
Hue = Utility.RandomBrightHue();
}
protected void AddBaseLoot( params Type[][] lootSets )
{
Item loot = Loot.Construct( lootSets[Utility.Random( lootSets.Length )] );
if ( loot == null )
return;
RewardBag.Enhance( loot );
DropItem( loot );
}
protected void AddRecipe( CraftSystem system )
{
// TODO: change craftable artifact recipes to a rarer drop
int recipeID = system.RandomRecipe();
if ( recipeID != -1 )
DropItem( new RecipeScroll( recipeID ) );
}
public BaseCraftmansSatchel( 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();
}
}
public class TailorSatchel : BaseCraftmansSatchel
{
[Constructable]
public TailorSatchel()
{
AddBaseLoot( Loot.MLArmorTypes, Loot.JewelryTypes, m_TalismanType );
if ( Utility.RandomDouble() < 0.50 )
AddRecipe( DefTailoring.CraftSystem );
}
public TailorSatchel( 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();
}
}
public class BlacksmithSatchel : BaseCraftmansSatchel
{
[Constructable]
public BlacksmithSatchel()
{
AddBaseLoot( Loot.MLWeaponTypes, Loot.JewelryTypes, m_TalismanType );
if ( Utility.RandomDouble() < 0.50 )
AddRecipe( DefBlacksmithy.CraftSystem );
}
public BlacksmithSatchel( 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();
}
}
public class TinkerSatchel : BaseCraftmansSatchel
{
[Constructable]
public TinkerSatchel()
{
AddBaseLoot( Loot.MLArmorTypes, Loot.MLWeaponTypes, Loot.MLRangedWeaponTypes, Loot.JewelryTypes, m_TalismanType );
if ( Utility.RandomDouble() < 0.50 )
{
// TODO: Add recipe drops (drops include inscription, alchemy and drops from non-artifact recipes for tailoring, blacksmith, carpentry and fletching.
switch ( Utility.Random( 6 ) )
{
case 0: AddRecipe( DefInscription.CraftSystem ); break;
case 1: AddRecipe( DefAlchemy.CraftSystem ); break;
// TODO
//case 2: AddNonArtifactRecipe( DefTailoring.CraftSystem ); break;
//case 3: AddNonArtifactRecipe( DefBlacksmithy.CraftSystem ); break;
//case 4: AddNonArtifactRecipe( DefCarpentry.CraftSystem ); break;
//case 5: AddNonArtifactRecipe( DefBowFletching.CraftSystem ); break;
}
}
}
public TinkerSatchel( 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();
}
}
public class FletchingSatchel : BaseCraftmansSatchel
{
[Constructable]
public FletchingSatchel()
{
AddBaseLoot( Loot.MLRangedWeaponTypes, Loot.JewelryTypes, m_TalismanType );
if ( Utility.RandomDouble() < 0.50 )
AddRecipe( DefBowFletching.CraftSystem );
// TODO: runic fletching kit
}
public FletchingSatchel( 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();
}
}
public class CarpentrySatchel : BaseCraftmansSatchel
{
[Constructable]
public CarpentrySatchel()
{
AddBaseLoot( Loot.MLArmorTypes, Loot.MLWeaponTypes, Loot.MLRangedWeaponTypes, Loot.JewelryTypes, m_TalismanType );
if ( Utility.RandomDouble() < 0.50 )
AddRecipe( DefCarpentry.CraftSystem );
// TODO: Add runic dovetail saw
}
public CarpentrySatchel( 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();
}
}
}
and am trying to add the BlacksmithSatchel to monsters, but i keep coming up with
Code:
Errors:
+ Mobiles/Monsters/Humanoid/Melee/OrcishLord.cs:
CS0246: Line 63: The type or namespace name 'BlacksmithSatchel' could not be
found (are you missing a using directive or an assembly reference?)
here is the script i'm working on
Code:
using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Targeting;
namespace Server.Mobiles
{
[CorpseName( "an orcish corpse" )]
public class OrcishLord : BaseCreature
{
public override InhumanSpeech SpeechType{ get{ return InhumanSpeech.Orc; } }
[Constructable]
public OrcishLord() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "an orcish lord";
Body = 138;
BaseSoundID = 0x45A;
SetStr( 147, 215 );
SetDex( 91, 115 );
SetInt( 61, 85 );
SetHits( 95, 123 );
SetDamage( 4, 14 );
SetDamageType( ResistanceType.Physical, 100 );
SetResistance( ResistanceType.Physical, 25, 35 );
SetResistance( ResistanceType.Fire, 30, 40 );
SetResistance( ResistanceType.Cold, 20, 30 );
SetResistance( ResistanceType.Poison, 30, 40 );
SetResistance( ResistanceType.Energy, 30, 40 );
SetSkill( SkillName.MagicResist, 70.1, 85.0 );
SetSkill( SkillName.Swords, 60.1, 85.0 );
SetSkill( SkillName.Tactics, 75.1, 90.0 );
SetSkill( SkillName.Wrestling, 60.1, 85.0 );
Fame = 2500;
Karma = -2500;
switch ( Utility.Random( 5 ) )
{
case 0: PackItem( new Lockpick() ); break;
case 1: PackItem( new MortarPestle() ); break;
case 2: PackItem( new Bottle() ); break;
case 3: PackItem( new RawRibs() ); break;
case 4: PackItem( new Shovel() ); break;
}
PackItem( new RingmailChest() );
if ( 0.3 > Utility.RandomDouble() )
PackItem( Loot.RandomPossibleReagent() );
if ( 0.2 > Utility.RandomDouble() )
PackItem( new BolaBall() );
if ( 0.2 > Utility.RandomDouble() )
PackItem( new BlacksmithSatchel() );
}
public override void GenerateLoot()
{
AddLoot( LootPack.Meager );
AddLoot( LootPack.Average );
// TODO: evil orc helm
}
public override bool CanRummageCorpses{ get{ return true; } }
public override int TreasureMapLevel{ get{ return 1; } }
public override int Meat{ get{ return 1; } }
public override OppositionGroup OppositionGroup
{
get{ return OppositionGroup.SavagesAndOrcs; }
}
public override bool IsEnemy( Mobile m )
{
if ( m.Player && m.FindItemOnLayer( Layer.Helm ) is OrcishKinMask )
return false;
return base.IsEnemy( m );
}
public override void AggressiveAction( Mobile aggressor, bool criminal )
{
base.AggressiveAction( aggressor, criminal );
Item item = aggressor.FindItemOnLayer( Layer.Helm );
if ( item is OrcishKinMask )
{
AOS.Damage( aggressor, 50, 0, 100, 0, 0, 0 );
item.Delete();
aggressor.FixedParticles( 0x36BD, 20, 10, 5044, EffectLayer.Head );
aggressor.PlaySound( 0x307 );
}
}
public OrcishLord( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
any ideas?