Craftman

Datum: 22/11/2014 23:35:45

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 private ushort _ironWiresG = 0x1876;
        private ushort _copperStringG = 0x1879;
        private ushort _silverStringG = 0x1877;
        private ushort _goldStringG = 0x1878;
        private ushort _ironStringG = 0x1420;
        private ushort _formaLahveG = 0x0E7F;


Hodnocení: 3.5/10 (118 hlasy)

Download file:cs

Příkazy:

  • ,exec ironwire
  • ,exec ironwire "int pocetv"
  • ,exec ironstring
  • ,exec ironstring "int pocetv"
  • ,exec copperwire
  • ,exec copperwire "int pocetv"
  • ,exec silverwire
  • ,exec silverwire "int pocetv"
  • ,exec goldwire
  • ,exec goldwire "int pocetv"
  • ,exec formalahve
  • ,exec formalahve "int pocetv"

Kód:

using Phoenix;
using Phoenix.WorldData;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using System.Collections;
using System.Threading;
using System.Diagnostics;
using System.Drawing;

namespace Scripts.DarkParadise
{
    public class Craftsman
    {
        private UOItem _zdrojB;
        private UOItem _cielB;
        private string[] _hlasky = { "You put", "You fail", "Tinkering failed", "You have failed" };
        private int _podarky;
        private int _nepodarky;

        //grafika materiálu
        private ushort _ironG = 0x1BEF;
        private ushort _copperG = 0x1BE3;
        private ushort _silverG = 0x1BF5;
        private ushort _goldG = 0x1BE9;
        private ushort _iStringG = 0x1876;
        private ushort _barrelLidG = 0x1DB8;
        private ushort _barrelStavesG = 0x1EB1;

        //color materiálu
        //_nullC - pre všetko, čo má color hodnotu 0x0000
        private ushort _nullC = 0x0000;

        //grafika nástrojov pre crafta
        private ushort _tinkerTools = 0x1EBC;

        //grafika výrobkov
        private ushort _ironWiresG = 0x1876;
        private ushort _copperStringG = 0x1879;
        private ushort _silverStringG = 0x1877;
        private ushort _goldStringG = 0x1878;
        private ushort _ironStringG = 0x1420;
        private ushort _formaLahveG = 0x0E7F;

        //color vyrobkov
        private ushort _formaLahveC = 0x0909;

        //jednotlivé menu výroby
        private string[] _iWires = { "Tinkering", "Wires", "Wires", "Iron Wire" };
        private string[] _cWires = { "Tinkering", "Wires", "Wires", "Copper Wire" };
        private string[] _sWires = { "Tinkering", "Wires", "Wires", "Silver Wire" };
        private string[] _gWires = { "Tinkering", "Wires", "Wires", "Gold Wire" };
        private string[] _iString = { "Tinkering", "Wires", "Wires", "Iron String" };
        private string[] _formaL = { "Carpentry", "Containers & Cont. parts", "Containers & Cont. parts", "Forma na lahve" };

        /// <summary>
        /// Materiál -- 1 Iron ingot 
        /// Skill -- Tinkering 0.0
        /// </summary>
        [Executable]
        public void IronWire()
        {
            IronWire(0);
        }
        [Executable]
        public void IronWire(int pocetV)
        {
            Hashtable table = new Hashtable();
            ushort[] material = { _iStringG, _nullC };
            table.Add(1, material);

            Craftenie(_iWires, pocetV, _tinkerTools, table, _ironWiresG, _nullC);
        }

        /// <summary>
        /// Materiál -- 1 Iron wire 
        /// Skill -- Tinkering 35 + 35 blacksmithy 
        /// </summary>
        [Executable]
        public void IronString()
        {
            IronString(0);
        }
        [Executable]
        public void IronString(int pocetV)
        {
            Hashtable table = new Hashtable();
            ushort[] material = { _ironG, _nullC };
            table.Add(1, material);

            Craftenie(_iString, pocetV, _tinkerTools, table, _ironStringG, _nullC);
        }

        /// <summary>
        /// Materiál -- 1 copper ingot 
        /// Skill -- Tinkering 15,0 
        /// </summary>
        [Executable]
        public void CopperWire()
        {
            CopperWire(0);
        }
        [Executable]
        public void CopperWire(int pocetV)
        {
            Hashtable table = new Hashtable();
            ushort[] material = { _copperG, _nullC };
            table.Add(1, material);

            Craftenie(_cWires, pocetV, _tinkerTools, table, _copperStringG, _nullC);
        }

        /// <summary>
        /// Materiál -- 1 sivler ingot 
        /// Skill -- Tinkering 20,0 
        /// </summary>
        [Executable]
        public void SilverWire()
        {
            SilverWire(0);
        }
        [Executable]
        public void SilverWire(int pocetV)
        {
            Hashtable table = new Hashtable();
            ushort[] material = { _silverG, _nullC };
            table.Add(1, material);

            Craftenie(_sWires, pocetV, _tinkerTools, table, _silverStringG, _nullC);
        }

        /// <summary>
        /// Materiál -- 1 gold ingot 
        /// Skill -- Tinkering 25,0 
        /// </summary>
        [Executable]
        public void GoldWire()
        {
            GoldWire(0);
        }
        [Executable]
        public void GoldWire(int pocetV)
        {
            Hashtable table = new Hashtable();
            ushort[] material = { _goldG, _nullC };
            table.Add(1, material);

            Craftenie(_gWires, pocetV, _tinkerTools, table, _goldStringG, _nullC);
        }

        /// <summary>
        /// Materiál -- 2 barrel staves, 2 barrel lid 
        /// Skill -- Carpentry 90,0
        /// </summary>
        [Executable]
        public void FormaLahve()
        {
            FormaLahve(0);
        }
        [Executable]
        public void FormaLahve(int pocetV)
        {
            Hashtable table = new Hashtable();
            ushort[] material1 = { _barrelLidG, _nullC, 2 };
            ushort[] material2 = { _barrelStavesG, _nullC, 2 };

            table.Add(1, material1);
            table.Add(2, material2);

            Craftenie(_formaL, pocetV, _tinkerTools, table, _formaLahveG, _formaLahveC);
        }

        /// <summary>
        /// Základ craftenia pre výrobky, pre ktoré je potrebné len jeden materiál na výrobu
        /// menu - craftské menu pre daný výrobok
        /// pocet - udáva číslo, koľko výrobkov chce vyrobiť
        /// tool - grafika crafstkého nástroja, ktoré je potrebné pre daný výrobok
        /// mastros - hashtabulka kde  value = pole s hodnotami materiálu,  grafika, color a počet daného materiálu
        /// vyrobokG - grafika výsledného výrobku
        /// vyrobokC - color výsledného výrobku
        /// </summary>
        public void Craftenie(string[] menu, int pocet, ushort tool, Hashtable matros, ushort vyrobokG, ushort vyrobokC)
        {
            //grafika a množštvo materiálu, ktorého počet je najmenší pri výrobe
            ushort matG = 0x000;
            int amount = 0;
            _podarky = 0;
            _nepodarky = 0;

            //kontrola nástrojov
            UOItem tools = World.Player.Backpack.AllItems.FindType(tool, _nullC);
            if (tools.Amount < 1)
            {
                UO.PrintWarning("Chyba ti nastroj, koncim!");
                return;
            }
            
            TargetContainers();
        
        slucka:
            foreach (DictionaryEntry de in matros)
            {
                ushort[] temp = (ushort[])de.Value;
                //ushort mnozstvo = (ushort)((int)de.Key * 20);

                if (amount > temp[2])
                {
                    amount = (int)temp[2];
                    matG = temp[0];
                }

                if (UO.Count(temp[0]) < temp[2])
                {
                    UOItem material = _zdrojB.AllItems.FindType(temp[0], temp[1]);
                    if (material.Amount > 0)
                        material.Move((ushort)(temp[2] * 20), World.Player.Backpack.Serial);
                    else
                    {
                        UO.PrintWarning("Nedostatok materialu u zdroje, koncim!");
                        Presun(vyrobokG, vyrobokC, matros);
                        return;
                    }
                }
            }

            do
            {
                UO.Print(_podarky == pocet);
                if (pocet > 0)
                {
                    if (_podarky == pocet)
                    {
                        Presun(vyrobokG, vyrobokC, matros);
                        return;
                    }
                }

                //UO.PrintInformation("Vyrabam");
                UO.WaitMenu(_iWires);
                tools.Use();
                Journal.WaitForText(true, _hlasky);

                if (UO.InJournal("You put"))
                    _podarky++;
                else
                    _nepodarky++;

                UO.DeleteJournal();
            }
            while (UO.Count(matG) > amount);

        goto slucka;
        }

        private void Presun(ushort vyrobokG, ushort vyrobokC, Hashtable matros)
        {
            foreach (DictionaryEntry de in matros)
            {
                ushort[] temp = (ushort[])de.Value;

                //prenesiem výrobky do bedne + vrátim materiál na pôvodné miesto
                UO.PrintInformation("Prenasam vyrobky a materialy");
                UOItem vyrobky = World.Player.Backpack.AllItems.FindType(vyrobokG, vyrobokC);
                UOItem materialy = World.Player.Backpack.AllItems.FindType(temp[0], temp[1]);

                vyrobky.Move(0, _cielB.Serial);
                materialy.Move(0, _zdrojB.Serial);
            }
        }

        private void TargetContainers()
        {
            UO.PrintInformation("Vyber bednu z matrosom!");
            _zdrojB = new UOItem(UIManager.TargetObject());
            UO.Wait(100);
            UO.PrintInformation("Vyber bednu na hotove vyrobky");
            _cielB = new UOItem(UIManager.TargetObject());

            _zdrojB.Use();
            _cielB.Use();
        }
    }
}

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