/* created by: /\ ____/_ \____ ### ### ### ### # ### ### # ## ## ### \ ___\ \ / # # # # # # # # # # # # # # # # # \/ / \/ / ### ## ### # # # ### # # # # # ## ## / /\__/_/\ # # # # # # # # # # # # # # # # # /__\ \_____\ ### ### # # # ### # # # ### ## # # ### \ / http://www.wftpradio.net/ \/ */ using System; using Server; using Server.Network; using Server.Items; using Server.Mobiles; using Server.Engines; namespace Server.Items { public class BroadswordOfEvolution : Broadsword { public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.CrushingBlow; } } public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ArmorIgnore; } } private int mEvolutionPoints = 0; private int mBoundToSoul = 0;// Start binding value as zero. [CommandProperty(AccessLevel.GameMaster)] public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } } [CommandProperty(AccessLevel.GameMaster)] public int BoundToSoul { get { return mBoundToSoul; } set { mBoundToSoul = value; } } public override int InitMinHits { get { return 255; } } public override int InitMaxHits { get { return 255; } } [Constructable] public BroadswordOfEvolution() { Name = "Broadsword Of Evolution"; Hue = 0x4F2; WeaponAttributes.UseBestSkill = 1; Attributes.Luck = 100; WeaponAttributes.SelfRepair = 100; Attributes.WeaponDamage = 1; Attributes.WeaponSpeed = 10; Attributes.SpellChanneling = 1; BoundToSoul = 0; } public BroadswordOfEvolution(Serial serial) : base(serial) { } /*public override void OnHit(Mobile attacker, Mobile defender, double Damagebonus) { if (Utility.Random(2) == 1) { ApplyGain(); } base.OnHit(attacker, defender,Damagebonus); }*/ public override void OnHit(Mobile attacker, IDamageable damageable, double damageBonus) { if (Utility.Random(10) == 1) { ApplyGain(); } base.OnHit(attacker, damageable, damageBonus); } public void ApplyGain() { int expr; if (mEvolutionPoints < 2500) { mEvolutionPoints++; //this.Name = "Broadsword Of Evolution (" + mEvolutionPoints.ToString() + ")"; if ((mEvolutionPoints / 100) > 0) { expr = mEvolutionPoints / 100; this.WeaponAttributes.HitHarm = expr; this.WeaponAttributes.HitMagicArrow = expr; } if ((mEvolutionPoints / 200) > 0) { expr = mEvolutionPoints / 100; this.WeaponAttributes.HitLightning = expr; this.WeaponAttributes.HitFireball = expr; this.Attributes.WeaponDamage = expr; } if ((25 + (mEvolutionPoints / 200)) > 0) this.Attributes.WeaponSpeed = (25 + (mEvolutionPoints / 200)); if ((mEvolutionPoints / 2000) > 0) { expr = mEvolutionPoints / 1000; this.Attributes.CastRecovery = expr; this.Attributes.CastSpeed = expr; } InvalidateProperties(); } } 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 = "" + from.Name.ToString() + "'s Broadsword Of Evolution";//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("Sorry but this armor does not belong to you."); 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*/ ); } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)1); writer.Write(mBoundToSoul);//Serialize who it is bound to. writer.Write(mEvolutionPoints); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 1: { mBoundToSoul = reader.ReadInt(); goto case 0; } case 0: { mEvolutionPoints = reader.ReadInt(); break; } } } } }