using System; using Server.Gumps; using Server.Mobiles; using Server.Network; namespace Server.Guilds { public class GuildInvitationRequest : BaseGuildGump { readonly PlayerMobile m_Inviter; public GuildInvitationRequest(PlayerMobile pm, Guild g, PlayerMobile inviter) : base(pm, g) { this.m_Inviter = inviter; this.PopulateGump(); } public override void PopulateGump() { this.AddPage(0); this.AddBackground(0, 0, 350, 170, 0x2422); this.AddHtmlLocalized(25, 20, 300, 45, 1062946, 0x0, true, false); //
You have been invited to join a guild! (Warning: Accepting will make you attackable!)
this.AddHtml(25, 75, 300, 25, String.Format("
{0}
", this.guild.Name), true, false); this.AddButton(265, 130, 0xF7, 0xF8, 1, GumpButtonType.Reply, 0); this.AddButton(195, 130, 0xF2, 0xF1, 0, GumpButtonType.Reply, 0); this.AddButton(20, 130, 0xD2, 0xD3, 2, GumpButtonType.Reply, 0); this.AddHtmlLocalized(45, 130, 150, 30, 1062943, 0x0, false, false); // Ignore Guild Invites } public override void OnResponse(NetState sender, RelayInfo info) { if (this.guild.Disbanded || this.player.Guild != null) return; switch( info.ButtonID ) { case 0: { this.m_Inviter.SendLocalizedMessage(1063250, String.Format("{0}\t{1}", this.player.Name, this.guild.Name)); // ~1_val~ has declined your invitation to join ~2_val~. break; } case 1: { this.guild.AddMember(this.player); this.player.SendLocalizedMessage(1063056, this.guild.Name); // You have joined ~1_val~. this.m_Inviter.SendLocalizedMessage(1063249, String.Format("{0}\t{1}", this.player.Name, this.guild.Name)); // ~1_val~ has accepted your invitation to join ~2_val~. break; } case 2: { this.player.AcceptGuildInvites = false; this.player.SendLocalizedMessage(1070698); // You are now ignoring guild invitations. break; } } } } }