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. } } }