using System;
using Server;
using Server.Network;
using Server.Items;
using Server.Mobiles;
using Server.Engines;
namespace Server.Items
{
[FlipableAttribute(0x1414, 0x1418)]
public class SoulGloves : BaseArmor
{
private int mEvolutionPoints;//Sword will only evolve to 50%
[CommandProperty(AccessLevel.GameMaster)]
public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
public int BoundToSoul = 0;// Start binding value as zero.
public override int ArtifactRarity{ get{ return 13; } }
public override int BasePhysicalResistance { get { return 10; } }
public override int BaseFireResistance { get { return 10; } }
public override int BaseColdResistance { get { return 10; } }
public override int BasePoisonResistance { get { return 10; } }
public override int BaseEnergyResistance { get { return 10; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
private Mobile m_Owner;
[Constructable]
public SoulGloves() : base (0x1414)
{
Name = "Soul Gloves";
Hue = 1910;
Resource = CraftResource.None;//Resource None so the Swords name shows correct once Bound.
BoundToSoul = 0;
// Create item with value at zero. Will show in [props as ParentEntity and RootParentEntitty as null.
Attributes.Luck = 100;
ArmorAttributes.SelfRepair = 100;
ArmorAttributes.MageArmor = 1;
Attributes.LowerManaCost = 5;
Attributes.LowerRegCost = 15;
}
public override bool OnDragLift(Mobile from)
{
if (from.AccessLevel >= AccessLevel.Seer)
{
return true;
}
else if (BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "< BASEFONT COLOR =#15D004>" + from.Name.ToString() + "'s Soul Gloves";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
//base.OnEquip(from);
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
return base.OnDragLift(from);
}
public override bool OnEquip( Mobile from )
{
if(BoundToSoul == 0) //Check to see if bound to a serial.
{
BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
this.Name = "< BASEFONT COLOR =#15D004>" + from.Name.ToString() + "'s Soul Gloves";//Change item name and add who it is bound to. "Player's Soul Sword"
from.Emote( "*" + from.Name + " feels a weird energy overwhelming their body*" );
base.OnEquip( from );
return true;//Allow it to bind to the first player to equip it after creation.
//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
}
else if(BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
{
base.OnEquip( from );
return true; //Allow player who had bound to sword to equip it.
}
else
{
from.SendMessage( "The Armor refuses your soul" );
return false; //Disallow any one else from equiping the sword.
}
}
public override void AddNameProperty(ObjectPropertyList list)
{
base.AddNameProperty( list );
if (BoundToSoul == 0) //Check to see if bound to a serial.
{
list.Add(""/*Green*/ + "[Un-Bound]" + ""/*Back to White*/ );
}
else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
{// \n puts the stuff after it on a new line
list.Add(""/*Green*/ + "[Soulbound]\n" + "" + "Evolution Points: " + mEvolutionPoints.ToString() + ""/*Back to White*/ );
}
}
/*When weapon hits this gives a chance to gain Evolution Points*/
/*public override void OnHit(Mobile attacker, Mobile defender)
{
if (Utility.Random(2) == 1)
{
ApplyGain();
}
base.OnHit(attacker, defender);
}*/
public override int OnHit(BaseWeapon weapon, int damageTaken)
{
if (Utility.Random(5) == 1)
{
ApplyGain();
}
return base.OnHit(weapon, damageTaken);
}
public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 200) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 2;//100Max
this.Attributes.BonusHits = expr;
this.Attributes.BonusMana = expr;
this.Attributes.BonusStam = expr;
}
if ((mEvolutionPoints / 4) > 0)
{
expr = mEvolutionPoints / 4;//50Max
//this.Attributes.Luck = expr;
this.Attributes.SpellDamage = expr;
this.Attributes.DefendChance = expr;
this.Attributes.ReflectPhysical = expr;
}
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 10;//20Max
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}
public SoulGloves( Serial serial ) : base( serial )
{
}
public override ArmorMaterialType MaterialType
{
get
{
return ArmorMaterialType.Plate;
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
writer.Write( (int) mEvolutionPoints );//Serialize(Save) how many points the Sword has.
writer.Write( (int) BoundToSoul );//Serialize who it is bound to.
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
mEvolutionPoints = reader.ReadInt();//Read on startup how many points the Sword has.
BoundToSoul = reader.ReadInt();//Read on startup who it is bound to.
}
}
}