//Add luck to an item using System; using Server.Network; using Server.Prompts; using Server.Items; using Server.Targeting; using Server; namespace Server.Items { public class LuckIncreaseTarget : Target { private LuckIncreaseDeed m_Deed; public LuckIncreaseTarget( LuckIncreaseDeed deed ) : base( 1, false, TargetFlags.None ) { m_Deed = deed; } protected override void OnTarget( Mobile from, object target ) { int luckAdd = 10; //Amount of luck to be added int luckCap = 2000; //Limit of luck that an item can have //Change to false if you don't want it to be used on any of these items bool allowWeapon = true; bool allowArmor = true; bool allowJewel = true; bool allowClothing = true; bool allowSpellbook = true; bool allowTalisman = true; bool allowQuiver = true; if ( target is BaseWeapon && allowWeapon) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add Luck to that item there!" ); } else { luckAdd = luckToAdd(((BaseWeapon)item).Attributes.Luck, luckAdd, luckCap, from); if( luckAdd > 0 ) { ((BaseWeapon)item).Attributes.Luck += luckAdd; m_Deed.Delete(); } } return; } else if ( target is BaseArmor && allowArmor ) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add Luck to that item there!" ); } else { luckAdd = luckToAdd(((BaseArmor)item).Attributes.Luck, luckAdd, luckCap, from); if( luckAdd > 0 ) { ((BaseArmor)item).Attributes.Luck += luckAdd; m_Deed.Delete(); } } } else if ( target is BaseClothing && allowClothing ) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add Luck to that item there!" ); } else { luckAdd = luckToAdd(((BaseClothing)item).Attributes.Luck, luckAdd, luckCap, from); if( luckAdd > 0 ) { ((BaseClothing)item).Attributes.Luck += luckAdd; m_Deed.Delete(); } } } else if ( target is BaseTalisman && allowTalisman ) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add Luck to that item there!" ); } else { luckAdd = luckToAdd(((BaseTalisman)item).Attributes.Luck, luckAdd, luckCap, from); if( luckAdd > 0 ) { ((BaseTalisman)item).Attributes.Luck += luckAdd; m_Deed.Delete(); } } } else if ( target is BaseJewel && allowJewel ) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add Luck to that item there!" ); } else { luckAdd = luckToAdd(((BaseJewel)item).Attributes.Luck, luckAdd, luckCap, from); if( luckAdd > 0 ) { ((BaseJewel)item).Attributes.Luck += luckAdd; m_Deed.Delete(); } } } else if ( target is Spellbook && allowSpellbook ) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add Luck to that item there!" ); } else { luckAdd = luckToAdd(((Spellbook)item).Attributes.Luck, luckAdd, luckCap, from); if( luckAdd > 0 ) { ((Spellbook)item).Attributes.Luck += luckAdd; m_Deed.Delete(); } } } else if ( target is BaseQuiver && allowQuiver ) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add Luck to that item there!" ); } else { luckAdd = luckToAdd(((BaseQuiver)item).Attributes.Luck, luckAdd, luckCap, from); if( luckAdd > 0 ) { ((BaseQuiver)item).Attributes.Luck += luckAdd; m_Deed.Delete(); } } } else { from.SendMessage( "You cannot use this deed on that!" ); } } public int luckToAdd(int itemLuck, int luckAdd ,int luckCap, Mobile from) { int ret = 0; if(itemLuck < luckCap) { if( (itemLuck + luckAdd ) > luckCap ) { ret = luckAdd - ( (itemLuck + luckAdd ) - luckCap ); from.SendMessage("You increase the Luck on the item and it has now reached it's max. +"+ret+" Luck has been added."); } else{ from.SendMessage( "You increase the Luck on the item. +"+luckAdd+" Luck has been added." ); ret = luckAdd; } } else { from.SendMessage( "That item has reached the maximum amount of Luck." ); } return ret; } } public class LuckIncreaseDeed : Item { [Constructable] public LuckIncreaseDeed() : base( 0x14F0 ) { Weight = 1.0; Name = "+10 Luck Increase Deed"; LootType = LootType.Blessed; Hue = 1174; } public LuckIncreaseDeed( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); LootType = LootType.Blessed; int version = reader.ReadInt(); } public override bool DisplayLootType{ get{ return false; } } public override void OnDoubleClick( Mobile from ) { if ( !IsChildOf( from.Backpack ) ) { from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it. } else { from.SendMessage("Which item would you like to increase luck?" ); from.Target = new LuckIncreaseTarget( this ); } } } }