//Add ReactiveParalyzeArmor to an item using System; using Server.Network; using Server.Prompts; using Server.Items; using Server.Targeting; using Server; namespace Server.Items { public class ReactiveParalyzeArmorIncreaseTarget : Target { private ReactiveParalyzeArmorIncreaseDeed m_Deed; public ReactiveParalyzeArmorIncreaseTarget( ReactiveParalyzeArmorIncreaseDeed deed ) : base( 1, false, TargetFlags.None ) { m_Deed = deed; } protected override void OnTarget( Mobile from, object target ) { int ReactiveParalyzeArmorAdd = 1; //Amount of ReactiveParalyzeArmor to be added int ReactiveParalyzeArmorCap = 1; //Limit of ReactiveParalyzeArmor that an item can have //Change to false if you don't want it to be used on any of these items bool allowWeapon = false; bool allowArmor = true; bool allowJewel = false; bool allowClothing = false; bool allowSpellbook = false; bool allowTalisman = false; bool allowQuiver = false; if ( target is BaseArmor && allowWeapon) { Item item = (Item)target; if( item.RootParent != from ) { from.SendMessage( "You cannot add ReactiveParalyzeArmor to that item there!" ); } else { ReactiveParalyzeArmorAdd = ReactiveParalyzeArmorToAdd(((BaseArmor)item).ArmorAttributes.ReactiveParalyze, ReactiveParalyzeArmorAdd, ReactiveParalyzeArmorCap, from); if( ReactiveParalyzeArmorAdd > 0 ) { ((BaseArmor)item).ArmorAttributes.ReactiveParalyze += ReactiveParalyzeArmorAdd; m_Deed.Delete(); } } } else { from.SendMessage( "You cannot use this deed on that!" ); } } public int ReactiveParalyzeArmorToAdd(int itemReactiveParalyzeArmor, int ReactiveParalyzeArmorAdd ,int ReactiveParalyzeArmorCap, Mobile from) { int ret = 0; if(itemReactiveParalyzeArmor < ReactiveParalyzeArmorCap) { if( (itemReactiveParalyzeArmor + ReactiveParalyzeArmorAdd ) > ReactiveParalyzeArmorCap ) { ret = ReactiveParalyzeArmorAdd - ( (itemReactiveParalyzeArmor + ReactiveParalyzeArmorAdd ) - ReactiveParalyzeArmorCap ); from.SendMessage("You increase the ReactiveParalyzeArmor on the item and it has now reached it's max. +"+ret+" ReactiveParalyzeArmor has been added."); } else{ from.SendMessage( "You increase the ReactiveParalyzeArmor on the item. +"+ReactiveParalyzeArmorAdd+" ReactiveParalyzeArmor has been added." ); ret = ReactiveParalyzeArmorAdd; } } else { from.SendMessage( "That item has reached the maximum amount of ReactiveParalyzeArmor." ); } return ret; } } public class ReactiveParalyzeArmorIncreaseDeed : Item { [Constructable] public ReactiveParalyzeArmorIncreaseDeed() : base( 0x14F0 ) { Weight = 1.0; Name = "ReactiveParalyzeArmor Increase Deed"; LootType = LootType.Blessed; } public ReactiveParalyzeArmorIncreaseDeed( 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 ReactiveParalyzeArmor?" ); from.Target = new ReactiveParalyzeArmorIncreaseTarget( this ); } } } }