Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
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/*----------------*/
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/*--- Scripted ---*/
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/*--- By: JBob ---*/
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/*----------------*/
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using System;
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using Server;
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using Server.Network;
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using Server.Items;
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using Server.Mobiles;
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using Server.Engines;
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namespace Server.Items
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{
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[FlipableAttribute( 0x13B2, 0x13B1 )]
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public class SoulBow : BaseRanged
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{
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private int mEvolutionPoints;//Bow will only evolve to 50%
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[CommandProperty(AccessLevel.GameMaster)]
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public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
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public int BoundToSoul = 0;// Start binding value as zero.
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public override int EffectID{ get{ return 0xF42; } }
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public override Type AmmoType{ get{ return typeof( Arrow ); } }
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public override Item Ammo{ get{ return new Arrow(); } }
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public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
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public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MortalStrike; } }
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public override int AosStrengthReq{ get{ return 30; } }
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public override int AosMinDamage{ get{ return Core.ML ? 15 : 16; } }
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public override int AosMaxDamage{ get{ return Core.ML ? 19 : 18; } }
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public override int AosSpeed{ get{ return 25; } }
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public override float MlSpeed{ get{ return 4.25f; } }
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public override int OldStrengthReq{ get{ return 20; } }
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public override int OldMinDamage{ get{ return 9; } }
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public override int OldMaxDamage{ get{ return 41; } }
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public override int OldSpeed{ get{ return 20; } }
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public override int DefMaxRange{ get{ return 10; } }
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public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.ShootBow; } }
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public override int InitMinHits{ get{ return 225; } }
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public override int InitMaxHits{ get{ return 225; } }
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[Constructable]
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public SoulBow() : base( 0x13B2 )
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{
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Weight = 7.0;
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Name = "<BASEFONT COLOR =#15D004>Soul Bow";
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Resource = CraftResource.None;//Resource None so the Bows name shows correct once Bound.
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Layer = Layer.TwoHanded;
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BoundToSoul = 0;
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// Create item with value at zero. Will show in [props as ParentEntity and RootParentEntitty as null.
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Attributes.Luck = 100;
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WeaponAttributes.SelfRepair = 100;
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Attributes.WeaponDamage = 1;
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Attributes.WeaponSpeed = 10;
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Attributes.SpellChanneling = 1;
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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 =#15D004>" + from.Name.ToString() + "'s Soul Bow";//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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//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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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 =#15D004>" + from.Name.ToString() + "'s Soul Bow";//Change item name and add who it is bound to. "Player's Soul Bow"
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from.Emote( "*" + from.Name + " feels a weird energy overwhelming their body*" );
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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 Bow 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 Bow to equip it.
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}
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else
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{
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from.SendMessage( "The Bow refuses your soul" );
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return false; //Disallow any one else from equiping the Bow.
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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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/*When weapon hits this gives a chance to gain Evolution Points*/
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/*public virtual void OnHit(Mobile attacker, Mobile defender)
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{
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if (Utility.Random(2) == 1)
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{
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ApplyGain();
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}
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base.OnHit(attacker, defender);
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}*/
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public override void OnHit(Mobile attacker, IDamageable damageable, double damageBonus)
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{
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if (Utility.Random(10) == 1)
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{
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ApplyGain();
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}
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base.OnHit(attacker, damageable, damageBonus);
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}
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/* Wrong Way
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public virtual void OnHit(Mobile attacker, Mobile defender, double damageBonus)
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{
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if (Utility.Random(5) == 1)
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{
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ApplyGain();
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}
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base.OnHit(attacker, defender, damageBonus);
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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 < 200) // 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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if ((mEvolutionPoints / 1) > 0)
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{
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expr = mEvolutionPoints / 20;
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// 200 / 10 = 20
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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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if ((mEvolutionPoints / 2) > 0)
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{
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expr = mEvolutionPoints / 3;
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this.Attributes.AttackChance = expr;
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this.Attributes.WeaponSpeed = expr;
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this.Attributes.WeaponDamage = expr;
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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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//.Attributes.ReflectPhysical = expr;
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}
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if ((25 + (mEvolutionPoints / 2)) > 0) this.Attributes.WeaponSpeed = (25 + (mEvolutionPoints / 2));
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InvalidateProperties();
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}
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}
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public override bool CanEquip( Mobile from )
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{
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if ( from.Skills[SkillName.Archery].Base <= 75.0 )
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{
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from.SendMessage( "You are not skilled enough to equip that." );
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return false;
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}
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else
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{
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return base.CanEquip( from );
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}
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}
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public SoulBow( Serial serial ) : base( serial )
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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) 0 ); // version
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writer.Write( (int) mEvolutionPoints );//Serialize(Save) how many points the Bow has.
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writer.Write( (int) BoundToSoul );//Serialize who it is bound to.
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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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mEvolutionPoints = reader.ReadInt();//Read on startup how many points the Bow has.
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BoundToSoul = reader.ReadInt();//Read on startup who it is bound to.
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}
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}
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}
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