using Server.Gumps; using Server.Targeting; namespace Server.Items { public class PersonalBlessDeed : Item { private Mobile m_Owner; [Constructable] public PersonalBlessDeed() : base(0x14F0) { this.Weight = 1.0; this.LootType = LootType.Blessed; } [Constructable] public PersonalBlessDeed(Mobile owner) : base(0x14F0) { this.Weight = 1.0; this.LootType = LootType.Blessed; this.Owner = owner; this.InvalidateProperties(); } public PersonalBlessDeed(Serial serial) : base(serial) { this.Weight = 1.0; this.LootType = LootType.Blessed; } public override bool DisplayLootType { get { return true; } } [CommandProperty(AccessLevel.GameMaster)] public Mobile Owner { get { return this.m_Owner; } set { this.m_Owner = value; this.InvalidateProperties(); } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); // version writer.Write(this.m_Owner); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); this.LootType = LootType.Blessed; int version = reader.ReadInt(); this.m_Owner = reader.ReadMobile(); } public override void AddNameProperty(ObjectPropertyList list) { string m_name = "a player"; if (this.m_Owner != null && !this.m_Owner.Deleted) m_name = this.m_Owner.Name; list.Add(1062195, m_name); // personal bless deed for ~1_NAME~ } public override void OnDoubleClick(Mobile from) { if (from != this.m_Owner) from.SendLocalizedMessage(1062201, this.m_Owner != null ? this.m_Owner.Name : "another player"); // Only the owner, ~1_NAME~, can use this deed. else if (!this.IsChildOf(from.Backpack)) from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it. else from.SendGump(new WarningGump(1060635, 30720, 1062202, 32512, 420, 280, new WarningGumpCallback(BlessWarning_Callback), this)); } private static void BlessWarning_Callback(Mobile from, bool okay, object state) { if (!okay) return; from.SendLocalizedMessage(500506); // Which item do you wish to bless? from.Target = new PersonalBlessTarget((PersonalBlessDeed)state); } } public class PersonalBlessTarget : Target // Create targeting class { private readonly PersonalBlessDeed m_Deed; public PersonalBlessTarget(PersonalBlessDeed deed) : base(-1, false, TargetFlags.None) { this.m_Deed = deed; } protected override void OnTarget(Mobile from, object target) { if (target is Mobile) from.SendLocalizedMessage(500507); // You can only bless an item! else if (target is BaseArmor || target is BaseClothing || target is BaseWeapon || target is BaseJewel) { Item item = (Item)target; if (item.LootType == LootType.Blessed || item.BlessedFor != null || (Mobile.InsuranceEnabled && item.Insured)) // Check if its already newbied (blessed) from.SendLocalizedMessage(1045113); // That item is already blessed else if (item.LootType != LootType.Regular) from.SendLocalizedMessage(500509); // You can't bless this object! else if (item.RootParent != from) // Make sure its in their pack or they are wearing it from.SendLocalizedMessage(500508); // You may only bless objects that you are carrying. else if (this.m_Deed.RootParent != from) from.SendLocalizedMessage(1042664); // You must have the object in your backpack to use it. else { // Now we also know the deed is still in the players backpack, // as is the item the player wants to bless. Let's go and // bless it. if (item is BaseArmor) { BaseArmor mitem = (BaseArmor)item; mitem.BlessedBy = from; } else if (item is BaseClothing) { BaseClothing mitem = (BaseClothing)item; mitem.BlessedBy = from; } else if (item is BaseWeapon) { BaseWeapon mitem = (BaseWeapon)item; mitem.BlessedBy = from; } else if (item is BaseJewel) { BaseJewel mitem = (BaseJewel)item; mitem.BlessedBy = from; } item.BlessedFor = from; from.SendLocalizedMessage(1062204); // You personally bless the item for this character. from.PlaySound(0x202); this.m_Deed.Delete(); } } else from.SendLocalizedMessage(500509); // You can't bless this object! } } }