Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
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using System;
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using Server;
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using Server.Items;
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using Server.Network;
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using Server.Mobiles;
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namespace Server.Engines.XmlSpawner2
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{
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public class XmlSkill : XmlAttachment
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{
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private string m_Word = null; // not speech activated by default
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private TimeSpan m_Duration = TimeSpan.FromMinutes(30.0); // 30 min default duration for effects
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private int m_Value = 10; // default value of 10
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private SkillName m_Skill;
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// note that support for player identification requires modification of the identification skill (see the installation notes for details)
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private bool m_Identified = false; // optional identification flag that can suppress application of the mod until identified when applied to items
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private bool m_RequireIdentification = false; // by default no identification is required for the mod to be activatable
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[CommandProperty( AccessLevel.GameMaster )]
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// this property can be set allowing individual items to determine whether they must be identified for the mod to be activatable
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public bool RequireIdentification { get { return m_RequireIdentification; } set {m_RequireIdentification = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public int Value { get { return m_Value; } set { m_Value = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public SkillName Skill { get { return m_Skill; } set { m_Skill = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public TimeSpan Duration { get { return m_Duration; } set { m_Duration = value; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public string ActivationWord { get { return m_Word; } set { m_Word = value; } }
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// These are the various ways in which the message attachment can be constructed.
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// These can be called via the [addatt interface, via scripts, via the spawner ATTACH keyword
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// Other overloads could be defined to handle other types of arguments
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// a serial constructor is REQUIRED
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public XmlSkill(ASerial serial) : base(serial)
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{
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}
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[Attachable]
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public XmlSkill(string name, string skill)
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{
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Name = name;
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try
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{
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m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
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}
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catch {}
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}
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[Attachable]
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public XmlSkill(string name, string skill, int value)
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{
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Name = name;
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try
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{
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m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
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}
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catch {}
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m_Value = value;
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}
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[Attachable]
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public XmlSkill(string name, string skill, int value, double duration)
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{
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Name = name;
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try
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{
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m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
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}
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catch {}
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m_Value = value;
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m_Duration = TimeSpan.FromMinutes(duration);
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}
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[Attachable]
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public XmlSkill(string name, string skill, int value, double duration, string word)
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{
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Name = name;
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try
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{
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m_Skill = (SkillName)Enum.Parse( typeof( SkillName ), skill, true );
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}
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catch {}
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m_Value = value;
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m_Duration = TimeSpan.FromMinutes(duration);
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m_Word = word;
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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 );
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// version 0
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writer.Write(m_Word);
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writer.Write((int)m_Skill);
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writer.Write(m_Value);
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writer.Write(m_Duration);
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writer.Write(m_RequireIdentification);
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writer.Write(m_Identified);
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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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// version 0
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m_Word = reader.ReadString();
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m_Skill = (SkillName) reader.ReadInt();
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m_Value = reader.ReadInt();
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m_Duration = reader.ReadTimeSpan();
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m_RequireIdentification = reader.ReadBool();
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m_Identified = reader.ReadBool();
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}
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public override string OnIdentify(Mobile from)
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{
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if(AttachedTo is BaseArmor || AttachedTo is BaseWeapon)
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{
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// can force identification before the skill mods can be applied
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if(from != null && from.AccessLevel == AccessLevel.Player)
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{
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m_Identified = true;
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}
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return String.Format("activated by {0} : skill {1} mod of {2} when equipped",m_Word, m_Skill, m_Value);
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}
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else
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{
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return String.Format("activated by {0} : skill {1} mod of {2} lasting {3} mins",m_Word, m_Skill, m_Value, m_Duration.TotalMinutes);
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}
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}
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public override bool HandlesOnSpeech { get { return true; } }
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public override void OnSpeech(SpeechEventArgs e )
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{
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base.OnSpeech(e);
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if(e.Mobile == null || e.Mobile.AccessLevel > AccessLevel.Player) return;
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// dont respond to other players speech if this is attached to a mob
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if(AttachedTo is Mobile && (Mobile)AttachedTo != e.Mobile) return;
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if(e.Speech == m_Word)
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{
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OnTrigger(null, e.Mobile);
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}
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}
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public override void OnAttach()
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{
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base.OnAttach();
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// apply the mod immediately
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if(AttachedTo is Mobile && m_Word == null)
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{
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OnTrigger(null, (Mobile)AttachedTo);
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// and then remove the attachment
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Timer.DelayCall(TimeSpan.Zero, new TimerCallback(Delete));
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//Delete();
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}
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else
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if(AttachedTo is Item && m_Word == null)
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{
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// no way to activate if it is on an item and is not speech activated so just delete it
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Delete();
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}
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}
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public override void OnTrigger(object activator, Mobile m)
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{
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if(m == null || (RequireIdentification && !m_Identified)) return;
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if((AttachedTo is BaseArmor || AttachedTo is BaseWeapon) && (((Item)AttachedTo).Layer != Layer.Invalid))
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{
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// when activated via speech will apply mod when equipped by the speaker
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SkillMod sm = new EquipedSkillMod( m_Skill, true, m_Value, (Item)AttachedTo, m );
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m.AddSkillMod( sm );
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// and then remove the attachment
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Delete();
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}
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else
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{
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// when activated it will apply the skill mod that will last for the specified duration
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SkillMod sm = new TimedSkillMod( m_Skill, true, m_Value, m_Duration );
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m.AddSkillMod( sm );
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// and then remove the attachment
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Delete();
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}
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}
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}
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}
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