using Server.Engines.BulkOrders; using Server.Items; using Server.Mobiles; using System; using System.Collections.Generic; namespace Server.Engines.Quests { public class Thepem : MondainQuester, ITierQuester { public TierQuestInfo TierInfo => TierQuestInfo.Thepem; [Constructable] public Thepem() : base("Thepem", "the Apprentice") { SetSkill(SkillName.Alchemy, 85.0, 100.0); SetSkill(SkillName.TasteID, 65.0, 88.0); } public Thepem(Serial serial) : base(serial) { } public override Type[] Quests => new Type[] { }; #region Bulk Orders public override BODType BODType => BODType.Alchemy; public override bool IsValidBulkOrder(Item item) { return (item is SmallAlchemyBOD || item is LargeAlchemyBOD); } public override bool SupportsBulkOrders(Mobile from) { return BulkOrderSystem.NewSystemEnabled && from is PlayerMobile && from.Skills[SkillName.Alchemy].Base > 0; } public override void OnSuccessfulBulkOrderReceive(Mobile from) { if (from is PlayerMobile) ((PlayerMobile)from).NextAlchemyBulkOrder = TimeSpan.Zero; } #endregion public override bool IsActiveVendor => true; protected override List<SBInfo> SBInfos => m_SBInfos; public override void InitSBInfo() { m_SBInfos.Add(new SBAlchemist(this)); } public override void InitBody() { InitStats(100, 100, 25); Female = true; Race = Race.Gargoyle; Hue = 0x86E1; HairItemID = 0x42AB; HairHue = 0x385; } public override void InitOutfit() { AddItem(new FemaleGargishClothLegs(0x70F)); AddItem(new FemaleGargishClothKilt(0x742)); AddItem(new FemaleGargishClothChest(0x4C3)); AddItem(new FemaleGargishClothArms(0x738)); } private static readonly Type[][] m_PileTypes = new Type[][] { new Type[] {typeof(DullCopperIngot), typeof(PileofInspectedDullCopperIngots) }, new Type[] {typeof(ShadowIronIngot), typeof(PileofInspectedShadowIronIngots) }, new Type[] {typeof(CopperIngot), typeof(PileofInspectedCopperIngots) }, new Type[] {typeof(BronzeIngot), typeof(PileofInspectedBronzeIngots) }, new Type[] {typeof(GoldIngot), typeof(PileofInspectedGoldIngots) }, new Type[] {typeof(AgapiteIngot), typeof(PileofInspectedAgapiteIngots) }, new Type[] {typeof(VeriteIngot), typeof(PileofInspectedVeriteIngots) }, new Type[] {typeof(ValoriteIngot), typeof(PileofInspectedValoriteIngots) } }; private const int NeededIngots = 20; private Type GetPileType(Item item) { Type itemType = item.GetType(); for (int i = 0; i < m_PileTypes.Length; i++) { Type[] pair = m_PileTypes[i]; if (itemType == pair[0]) return pair[1]; } return null; } public override bool OnDragDrop(Mobile from, Item item) { Type pileType = GetPileType(item); if (pileType != null) { if (item.Amount > NeededIngots) { SayTo(from, 1113037); // That's too many. return false; } else if (item.Amount < NeededIngots) { SayTo(from, 1113036); // That's not enough. return false; } else { SayTo(from, 1113040); // Good. I can use this. from.AddToBackpack(Activator.CreateInstance(pileType) as Item); from.SendLocalizedMessage(1113041); // Now mark the inspected item as a quest item to turn it in. return true; } } else { if (item is Gold) { return base.CheckGold(from, item); } else { SayTo(from, 1113035); // Oooh, shiney. I have no use for this, though. return false; } } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }