Overwrite

Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
Unstable Kitsune
2023-11-28 23:20:26 -05:00
parent 3cd54811de
commit b918192e4e
11608 changed files with 2644205 additions and 47 deletions

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//Heater DragonArms Of Evolution By: Sean (http://www.wftpradio.net/)
using System;
using Server;
namespace Server.Items
{
public class DragonArmsOfEvolution: PlateArms
{
private int mEvolutionPoints = 0;
private int mBoundToSoul = 0;// Start binding value as zero.
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
[CommandProperty(AccessLevel.GameMaster)]
public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
public override int ArtifactRarity{ get{ return 666; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public DragonArmsOfEvolution()//#B82121
{
Name = "<BASEFONT COLOR=#B82121>Dragon Arms Of Evolution";
Hue = 1175;
ItemID = 0x2657;
ArmorAttributes.SelfRepair = 10;
BoundToSoul = 0;
}
public DragonArmsOfEvolution(Serial serial)
: base(serial)
{
}
public override int OnHit( BaseWeapon weapon, int damageTaken )
{
if (Utility.Random(7) == 1)
{
//Console.WriteLine("should be applying gain");
ApplyGain();
}
return base.OnHit(weapon, damageTaken);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
//this.Name = "DragonArms Of Evolution (" + mEvolutionPoints.ToString() + ")";
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 2;//100Max
this.Attributes.BonusHits = expr;
this.Attributes.BonusMana = expr;
this.Attributes.BonusStam = expr;
}
if ((mEvolutionPoints / 4) > 0)
{
expr = mEvolutionPoints / 4;//50Max
//this.Attributes.Luck = expr;
this.Attributes.SpellDamage = expr;
this.Attributes.DefendChance = expr;
this.Attributes.ReflectPhysical = expr;
}
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 10;//20Max
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}
public override bool OnDragLift(Mobile from)
{
if (from.AccessLevel >= AccessLevel.Seer)
{
return true;
}
else if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Arms Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
return base.OnDragLift(from);
}
public override bool OnEquip(Mobile from)
{
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Arms Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
Hue = 1175;
base.OnEquip(from);
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip(from);
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage("Sorry but this armor does not belong to you.");
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty(list);
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)1);
writer.Write(mBoundToSoul);//Serialize who it is bound to.
writer.Write(mEvolutionPoints);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
mBoundToSoul = reader.ReadInt();
goto case 0;
}
case 0:
{
mEvolutionPoints = reader.ReadInt();
break;
}
}
}
}
}

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//Dragon Chest Of Evolution By: Sean (http://www.wftpradio.net/)
using System;
using Server;
namespace Server.Items
{
public class DragonChestOfEvolution: PlateChest
{
private int mEvolutionPoints = 0;
private int mBoundToSoul = 0;// Start binding value as zero.
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
[CommandProperty(AccessLevel.GameMaster)]
public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
public override int ArtifactRarity{ get{ return 666; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public DragonChestOfEvolution()
{
Name = "<BASEFONT COLOR=#B82121>Dragon Chest Of Evolution";
Hue = 1175;
ItemID = 0x2641;
ArmorAttributes.SelfRepair = 10;
BoundToSoul = 0;
}
public DragonChestOfEvolution(Serial serial)
: base(serial)
{
}
public override int OnHit( BaseWeapon weapon, int damageTaken )
{
if (Utility.Random(7) == 1)
{
//Console.WriteLine("should be applying gain");
ApplyGain();
}
return base.OnHit(weapon, damageTaken);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
//this.Name = "Dragon Chest Of Evolution (" + mEvolutionPoints.ToString() + ")";
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 2;//100Max
this.Attributes.BonusHits = expr;
this.Attributes.BonusMana = expr;
this.Attributes.BonusStam = expr;
}
if ((mEvolutionPoints / 4) > 0)
{
expr = mEvolutionPoints / 4;//50Max
//this.Attributes.Luck = expr;
this.Attributes.SpellDamage = expr;
this.Attributes.DefendChance = expr;
this.Attributes.ReflectPhysical = expr;
}
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 10;//20Max
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}
public override bool OnDragLift(Mobile from)
{
if (from.AccessLevel >= AccessLevel.Seer)
{
return true;
}
else if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Chest Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
return base.OnDragLift(from);
}
public override bool OnEquip(Mobile from)
{
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Chest Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
Hue = 1175;
base.OnEquip(from);
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip(from);
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage("Sorry but this armor does not belong to you.");
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty(list);
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)1);
writer.Write(mBoundToSoul);//Serialize who it is bound to.
writer.Write(mEvolutionPoints);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
mBoundToSoul = reader.ReadInt();
goto case 0;
}
case 0:
{
mEvolutionPoints = reader.ReadInt();
break;
}
}
}
}
}

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//Dragon Gloves Of Evolution By: Sean (http://www.wftpradio.net/)
using System;
using Server;
namespace Server.Items
{
public class DragonGlovesOfEvolution: PlateGloves
{
private int mEvolutionPoints = 0;
private int mBoundToSoul = 0;// Start binding value as zero.
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
[CommandProperty(AccessLevel.GameMaster)]
public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
public override int ArtifactRarity{ get{ return 666; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public DragonGlovesOfEvolution()
{
Name = "<BASEFONT COLOR=#B82121>Dragon Gloves Of Evolution";
Hue = 1175;
ItemID = 0x2643;
ArmorAttributes.SelfRepair = 10;
BoundToSoul = 0;
}
public DragonGlovesOfEvolution(Serial serial)
: base(serial)
{
}
public override int OnHit( BaseWeapon weapon, int damageTaken )
{
if (Utility.Random(7) == 1)
{
//Console.WriteLine("should be applying gain");
ApplyGain();
}
return base.OnHit(weapon, damageTaken);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
//this.Name = "Dragon Gloves Of Evolution (" + mEvolutionPoints.ToString() + ")";
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 2;//100Max
this.Attributes.BonusHits = expr;
this.Attributes.BonusMana = expr;
this.Attributes.BonusStam = expr;
}
if ((mEvolutionPoints / 4) > 0)
{
expr = mEvolutionPoints / 4;//50Max
//this.Attributes.Luck = expr;
this.Attributes.SpellDamage = expr;
this.Attributes.DefendChance = expr;
this.Attributes.ReflectPhysical = expr;
}
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 10;//20Max
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}
public override bool OnDragLift(Mobile from)
{
if (from.AccessLevel >= AccessLevel.Seer)
{
return true;
}
else if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Gloves Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
return base.OnDragLift(from);
}
public override bool OnEquip(Mobile from)
{
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Gloves Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
Hue = 1175;
base.OnEquip(from);
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip(from);
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage("Sorry but this armor does not belong to you.");
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty(list);
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)1);
writer.Write(mBoundToSoul);//Serialize who it is bound to.
writer.Write(mEvolutionPoints);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
mBoundToSoul = reader.ReadInt();
goto case 0;
}
case 0:
{
mEvolutionPoints = reader.ReadInt();
break;
}
}
}
}
}

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//Dragon Helm Of Evolution By: Sean (http://www.wftpradio.net/)
using System;
using Server;
namespace Server.Items
{
public class DragonHelmOfEvolution: PlateHelm
{
private int mEvolutionPoints = 0;
private int mBoundToSoul = 0;// Start binding value as zero.
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
[CommandProperty(AccessLevel.GameMaster)]
public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
public override int ArtifactRarity{ get{ return 666; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public DragonHelmOfEvolution()
{
Name = "<BASEFONT COLOR=#B82121>Dragon Helm Of Evolution";
Hue = 1175;
ItemID = 0x2645;
ArmorAttributes.SelfRepair = 10;
BoundToSoul = 0;
}
public DragonHelmOfEvolution(Serial serial)
: base(serial)
{
}
public override int OnHit( BaseWeapon weapon, int damageTaken )
{
if (Utility.Random(7) == 1)
{
//Console.WriteLine("should be applying gain");
ApplyGain();
}
return base.OnHit(weapon, damageTaken);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
//this.Name = "Dragon Helm Of Evolution (" + mEvolutionPoints.ToString() + ")";
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 2;//100Max
this.Attributes.BonusHits = expr;
this.Attributes.BonusMana = expr;
this.Attributes.BonusStam = expr;
}
if ((mEvolutionPoints / 4) > 0)
{
expr = mEvolutionPoints / 4;//50Max
//this.Attributes.Luck = expr;
this.Attributes.SpellDamage = expr;
this.Attributes.DefendChance = expr;
this.Attributes.ReflectPhysical = expr;
}
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 10;//20Max
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}
public override bool OnDragLift(Mobile from)
{
if (from.AccessLevel >= AccessLevel.Seer)
{
return true;
}
else if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Helm Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
return base.OnDragLift(from);
}
public override bool OnEquip(Mobile from)
{
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Helm Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
Hue = 1175;
base.OnEquip(from);
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip(from);
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage("Sorry but this armor does not belong to you.");
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty(list);
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)1);
writer.Write(mBoundToSoul);//Serialize who it is bound to.
writer.Write(mEvolutionPoints);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
mBoundToSoul = reader.ReadInt();
goto case 0;
}
case 0:
{
mEvolutionPoints = reader.ReadInt();
break;
}
}
}
}
}

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//Dragon Legs Of Evolution By: Sean (http://www.wftpradio.net/)
using System;
using Server;
namespace Server.Items
{
public class DragonLegsOfEvolution: PlateLegs
{
private int mEvolutionPoints = 0;
private int mBoundToSoul = 0;// Start binding value as zero.
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
[CommandProperty(AccessLevel.GameMaster)]
public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
public override int ArtifactRarity{ get{ return 666; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public DragonLegsOfEvolution()
{
ItemID = 0x2647;
Name = "<BASEFONT COLOR=#B82121>Dragon Legs Of Evolution";
Hue = 1175;
ArmorAttributes.SelfRepair = 10;
BoundToSoul = 0;
}
public DragonLegsOfEvolution(Serial serial)
: base(serial)
{
}
public override int OnHit( BaseWeapon weapon, int damageTaken )
{
if (Utility.Random(7) == 1)
{
//Console.WriteLine("should be applying gain");
ApplyGain();
}
return base.OnHit(weapon, damageTaken);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
//this.Name = "Dragon Legs Of Evolution (" + mEvolutionPoints.ToString() + ")";
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 2;//100Max
this.Attributes.BonusHits = expr;
this.Attributes.BonusMana = expr;
this.Attributes.BonusStam = expr;
}
if ((mEvolutionPoints / 4) > 0)
{
expr = mEvolutionPoints / 4;//50Max
//this.Attributes.Luck = expr;
this.Attributes.SpellDamage = expr;
this.Attributes.DefendChance = expr;
this.Attributes.ReflectPhysical = expr;
}
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 10;//20Max
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}
public override bool OnDragLift(Mobile from)
{
if (from.AccessLevel >= AccessLevel.Seer)
{
return true;
}
else if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Legs Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
return base.OnDragLift(from);
}
public override bool OnEquip(Mobile from)
{
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Legs Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
Hue = 1175;
base.OnEquip(from);
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip(from);
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage("Sorry but this armor does not belong to you.");
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty(list);
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)1);
writer.Write(mBoundToSoul);//Serialize who it is bound to.
writer.Write(mEvolutionPoints);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
mBoundToSoul = reader.ReadInt();
goto case 0;
}
case 0:
{
mEvolutionPoints = reader.ReadInt();
break;
}
}
}
}
}

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// Created by Neptune
using System;
using System.Collections;
using Server;
using Server.Items;
namespace Server.Mobiles
{
[CorpseName(" corpse of Idium")]
public class Idium : BaseCreature
{
[Constructable]
public Idium() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.1, 0.2)
{
Name = "Idium";
Hue = 1264;
Body = 46; // Uncomment these lines and input values
BaseSoundID = 357; // To use your own custom body and sound.
SetStr(700, 800);
SetDex(500, 800);
SetInt(700, 800);
SetHits(10000, 15000);
SetDamage(30, 35);
SetDamageType(ResistanceType.Cold, 70);
SetDamageType(ResistanceType.Fire, 70);
SetDamageType(ResistanceType.Poison, 70);
SetResistance(ResistanceType.Physical, 65);
SetResistance(ResistanceType.Cold, 65);
SetResistance(ResistanceType.Fire, 65);
SetResistance(ResistanceType.Energy, 65);
SetResistance(ResistanceType.Poison, 65);
SetSkill(SkillName.EvalInt, 150.0);
SetSkill(SkillName.Magery, 150.0);
SetSkill(SkillName.Meditation, 150.0);
SetSkill(SkillName.Poisoning, 150.0);
SetSkill(SkillName.MagicResist, 150.0);
SetSkill(SkillName.Tactics, 150.0);
SetSkill(SkillName.Wrestling, 150.0);
SetSkill(SkillName.Swords, 150.0);
SetSkill(SkillName.Anatomy, 150.0);
SetSkill(SkillName.Parry, 150.0);
Fame = 40000;
Karma = -45000;
VirtualArmor = 65;
}
public override void GenerateLoot()
{
AddLoot(LootPack.Rich, 4);
}
public override void OnKilledBy(Mobile mob)
{
PlayerMobile p = mob as PlayerMobile;
if (p == null || p.Map == Map.Internal || p.Map == null || p.Deleted || p.Blessed)
return;
else if (mob is PlayerMobile)
{
switch (Utility.Random(75))
{
case 0: p.AddToBackpack(new DragonArmsOfEvolution()); break;
case 1: p.AddToBackpack(new DragonChestOfEvolution()); break;
case 2: p.AddToBackpack(new DragonGlovesOfEvolution()); break;
case 3: p.AddToBackpack(new DragonLegsOfEvolution()); break;
case 4: p.AddToBackpack(new OrderShieldOfEvolution()); break;
case 5: p.AddToBackpack(new DragonHelmOfEvolution()); break;
}
}
base.OnKilledBy(mob);
}
public override bool IsScaryToPets { get { return true; } }
public override bool BardImmune { get { return true; } }
public override bool Unprovokable { get { return true; } }
public override bool AlwaysMurderer { get { return true; } }
public Idium(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();
}
}
}

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//Order Shield Of Evolution By: Sean (http://www.wftpradio.net/)
using System;
using Server;
namespace Server.Items
{
public class OrderShieldOfEvolution: OrderShield
{
private int mEvolutionPoints = 0;
private int mBoundToSoul = 0;// Start binding value as zero.
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
[CommandProperty(AccessLevel.GameMaster)]
public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
public override int ArtifactRarity{ get{ return 666; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public OrderShieldOfEvolution()
{ Name = "<BASEFONT COLOR=#B82121>Dragon Shield Of Evolution";
Hue = 1175;
//Resource = CraftResource.None;
ArmorAttributes.SelfRepair = 10;
BoundToSoul = 0;
}
public OrderShieldOfEvolution(Serial serial)
: base(serial)
{
}
public override int OnHit( BaseWeapon weapon, int damageTaken )
{
if (Utility.Random(7) == 1)
{
//Console.WriteLine("should be applying gain");
ApplyGain();
}
return base.OnHit(weapon, damageTaken);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
//this.Name = "Order Shield Of Evolution (" + mEvolutionPoints.ToString() + ")";
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 1;
this.Attributes.AttackChance = expr;
this.Attributes.WeaponSpeed = expr;
this.Attributes.BonusHits = expr;
}
if ((mEvolutionPoints / 2) > 0)
{
expr = mEvolutionPoints / 1;
this.Attributes.WeaponDamage = expr;
}
if ((25 + (mEvolutionPoints / 2)) > 0) this.Attributes.WeaponSpeed = (25 + (mEvolutionPoints / 2));
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 20;
this.Attributes.CastRecovery = expr;
this.Attributes.CastSpeed = expr;
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}
public override bool OnDragLift(Mobile from)
{
if (from.AccessLevel >= AccessLevel.Seer)
{
return true;
}
else if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Shield Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
return base.OnDragLift(from);
}
public override bool OnEquip(Mobile from)
{
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "<BASEFONT COLOR=#B82121>" + from.Name.ToString() + "'s Dragon Shield Of Evolution";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
base.OnEquip(from);
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip(from);
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage("Sorry but this armor does not belong to you.");
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty(list);
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)1);
writer.Write(mBoundToSoul);//Serialize who it is bound to.
writer.Write(mEvolutionPoints);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
{
mBoundToSoul = reader.ReadInt();
goto case 0;
}
case 0:
{
mEvolutionPoints = reader.ReadInt();
break;
}
}
}
}
}