Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
@@ -0,0 +1,176 @@
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//Heater DragonArms Of Evolution By: Sean (http://www.wftpradio.net/)
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using System;
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using Server;
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namespace Server.Items
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{
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public class DragonArmsOfEvolution: PlateArms
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{
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private int mEvolutionPoints = 0;
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private int mBoundToSoul = 0;// Start binding value as zero.
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[CommandProperty(AccessLevel.GameMaster)]
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public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
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[CommandProperty(AccessLevel.GameMaster)]
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public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
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public override int ArtifactRarity{ get{ return 666; } }
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public override int InitMinHits{ get{ return 255; } }
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public override int InitMaxHits{ get{ return 255; } }
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[Constructable]
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public DragonArmsOfEvolution()//#B82121
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{
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Name = "<BASEFONT COLOR=#B82121>Dragon Arms Of Evolution";
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Hue = 1175;
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ItemID = 0x2657;
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ArmorAttributes.SelfRepair = 10;
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BoundToSoul = 0;
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}
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public DragonArmsOfEvolution(Serial serial)
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: base(serial)
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{
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}
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public override int OnHit( BaseWeapon weapon, int damageTaken )
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{
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if (Utility.Random(7) == 1)
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{
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//Console.WriteLine("should be applying gain");
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ApplyGain();
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}
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return base.OnHit(weapon, damageTaken);
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}
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public void ApplyGain()
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{
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int expr;
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if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
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{
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mEvolutionPoints++;
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//this.Name = "DragonArms Of Evolution (" + mEvolutionPoints.ToString() + ")";
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if ((mEvolutionPoints / 1) > 0)
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{
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expr = mEvolutionPoints / 2;//100Max
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this.Attributes.BonusHits = expr;
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this.Attributes.BonusMana = expr;
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this.Attributes.BonusStam = expr;
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}
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if ((mEvolutionPoints / 4) > 0)
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{
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expr = mEvolutionPoints / 4;//50Max
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//this.Attributes.Luck = expr;
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this.Attributes.SpellDamage = expr;
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this.Attributes.DefendChance = expr;
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this.Attributes.ReflectPhysical = expr;
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}
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if ((mEvolutionPoints / 20) > 0)
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{
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expr = mEvolutionPoints / 10;//20Max
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this.Attributes.BonusStr = expr;
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this.Attributes.BonusDex = expr;
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this.Attributes.BonusInt = expr;
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}
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InvalidateProperties();
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}
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}
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public override bool OnDragLift(Mobile from)
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{
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if (from.AccessLevel >= AccessLevel.Seer)
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{
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return true;
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}
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else if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
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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"
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from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
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return true;//Allow it to bind to the first player to equip it after creation.
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//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
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}
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return base.OnDragLift(from);
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}
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public override bool OnEquip(Mobile from)
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{
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if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
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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"
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from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
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Hue = 1175;
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base.OnEquip(from);
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return true;//Allow it to bind to the first player to equip it after creation.
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//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
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}
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else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
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{
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base.OnEquip(from);
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return true; //Allow player who had bound to sword to equip it.
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}
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else
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{
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from.SendMessage("Sorry but this armor does not belong to you.");
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return false; //Disallow any one else from equiping the sword.
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}
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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base.AddNameProperty(list);
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if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
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}
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else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
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{// \n puts the stuff after it on a new line
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list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)1);
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writer.Write(mBoundToSoul);//Serialize who it is bound to.
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writer.Write(mEvolutionPoints);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 1:
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{
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mBoundToSoul = reader.ReadInt();
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goto case 0;
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}
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case 0:
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{
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mEvolutionPoints = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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@@ -0,0 +1,176 @@
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//Dragon Chest Of Evolution By: Sean (http://www.wftpradio.net/)
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using System;
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using Server;
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namespace Server.Items
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{
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public class DragonChestOfEvolution: PlateChest
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{
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private int mEvolutionPoints = 0;
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private int mBoundToSoul = 0;// Start binding value as zero.
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[CommandProperty(AccessLevel.GameMaster)]
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public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
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[CommandProperty(AccessLevel.GameMaster)]
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public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
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public override int ArtifactRarity{ get{ return 666; } }
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public override int InitMinHits{ get{ return 255; } }
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public override int InitMaxHits{ get{ return 255; } }
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[Constructable]
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public DragonChestOfEvolution()
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{
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Name = "<BASEFONT COLOR=#B82121>Dragon Chest Of Evolution";
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Hue = 1175;
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ItemID = 0x2641;
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ArmorAttributes.SelfRepair = 10;
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BoundToSoul = 0;
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}
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public DragonChestOfEvolution(Serial serial)
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: base(serial)
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{
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}
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public override int OnHit( BaseWeapon weapon, int damageTaken )
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{
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if (Utility.Random(7) == 1)
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{
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//Console.WriteLine("should be applying gain");
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ApplyGain();
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}
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return base.OnHit(weapon, damageTaken);
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}
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public void ApplyGain()
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{
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int expr;
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if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
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{
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mEvolutionPoints++;
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//this.Name = "Dragon Chest Of Evolution (" + mEvolutionPoints.ToString() + ")";
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if ((mEvolutionPoints / 1) > 0)
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{
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expr = mEvolutionPoints / 2;//100Max
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this.Attributes.BonusHits = expr;
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this.Attributes.BonusMana = expr;
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this.Attributes.BonusStam = expr;
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}
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if ((mEvolutionPoints / 4) > 0)
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{
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expr = mEvolutionPoints / 4;//50Max
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//this.Attributes.Luck = expr;
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this.Attributes.SpellDamage = expr;
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this.Attributes.DefendChance = expr;
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this.Attributes.ReflectPhysical = expr;
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}
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if ((mEvolutionPoints / 20) > 0)
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{
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expr = mEvolutionPoints / 10;//20Max
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this.Attributes.BonusStr = expr;
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this.Attributes.BonusDex = expr;
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this.Attributes.BonusInt = expr;
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}
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InvalidateProperties();
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}
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}
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public override bool OnDragLift(Mobile from)
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{
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if (from.AccessLevel >= AccessLevel.Seer)
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{
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return true;
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}
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else if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
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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"
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from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
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return true;//Allow it to bind to the first player to equip it after creation.
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//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
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}
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return base.OnDragLift(from);
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}
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public override bool OnEquip(Mobile from)
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{
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if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
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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"
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from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
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Hue = 1175;
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base.OnEquip(from);
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return true;//Allow it to bind to the first player to equip it after creation.
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//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
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}
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else if (BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
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{
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base.OnEquip(from);
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return true; //Allow player who had bound to sword to equip it.
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}
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else
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{
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from.SendMessage("Sorry but this armor does not belong to you.");
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return false; //Disallow any one else from equiping the sword.
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}
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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base.AddNameProperty(list);
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if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
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}
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else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
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{// \n puts the stuff after it on a new line
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list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)1);
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writer.Write(mBoundToSoul);//Serialize who it is bound to.
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writer.Write(mEvolutionPoints);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 1:
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{
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mBoundToSoul = reader.ReadInt();
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goto case 0;
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}
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case 0:
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{
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mEvolutionPoints = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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@@ -0,0 +1,176 @@
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//Dragon Gloves Of Evolution By: Sean (http://www.wftpradio.net/)
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using System;
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using Server;
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namespace Server.Items
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{
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public class DragonGlovesOfEvolution: PlateGloves
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{
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private int mEvolutionPoints = 0;
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private int mBoundToSoul = 0;// Start binding value as zero.
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[CommandProperty(AccessLevel.GameMaster)]
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public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
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[CommandProperty(AccessLevel.GameMaster)]
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public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } }
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public override int ArtifactRarity{ get{ return 666; } }
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public override int InitMinHits{ get{ return 255; } }
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public override int InitMaxHits{ get{ return 255; } }
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[Constructable]
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public DragonGlovesOfEvolution()
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{
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Name = "<BASEFONT COLOR=#B82121>Dragon Gloves Of Evolution";
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Hue = 1175;
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ItemID = 0x2643;
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ArmorAttributes.SelfRepair = 10;
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BoundToSoul = 0;
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}
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public DragonGlovesOfEvolution(Serial serial)
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: base(serial)
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{
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}
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public override int OnHit( BaseWeapon weapon, int damageTaken )
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{
|
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if (Utility.Random(7) == 1)
|
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{
|
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//Console.WriteLine("should be applying gain");
|
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ApplyGain();
|
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}
|
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return base.OnHit(weapon, damageTaken);
|
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}
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|
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public void ApplyGain()
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{
|
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int expr;
|
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if (mEvolutionPoints < 750) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
|
||||
{
|
||||
mEvolutionPoints++;
|
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//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"
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,176 @@
|
||||
//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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,176 @@
|
||||
//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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
105
Scripts/Scripts-master/Items/EvoStuff/Idium/Idium.cs
Normal file
105
Scripts/Scripts-master/Items/EvoStuff/Idium/Idium.cs
Normal file
@@ -0,0 +1,105 @@
|
||||
// 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();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,176 @@
|
||||
//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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user