using System; namespace Server.Items { public class FireworksWand : MagicWand { private int m_Charges; [Constructable] public FireworksWand() : this(100) { } [Constructable] public FireworksWand(int charges) { this.m_Charges = charges; this.LootType = LootType.Blessed; } public FireworksWand(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1041424; } }// a fireworks wand [CommandProperty(AccessLevel.GameMaster)] public int Charges { get { return this.m_Charges; } set { this.m_Charges = value; this.InvalidateProperties(); } } public override void AddNameProperties(ObjectPropertyList list) { base.AddNameProperties(list); list.Add(1060741, this.m_Charges.ToString()); // charges: ~1_val~ } public override void OnDoubleClick(Mobile from) { this.BeginLaunch(from, true); } public void BeginLaunch(Mobile from, bool useCharges) { Map map = from.Map; if (map == null || map == Map.Internal) return; if (useCharges) { if (this.Charges > 0) { --this.Charges; } else { from.SendLocalizedMessage(502412); // There are no charges left on that item. return; } } from.SendLocalizedMessage(502615); // You launch a firework! Point3D ourLoc = this.GetWorldLocation(); Point3D startLoc = new Point3D(ourLoc.X, ourLoc.Y, ourLoc.Z + 10); Point3D endLoc = new Point3D(startLoc.X + Utility.RandomMinMax(-2, 2), startLoc.Y + Utility.RandomMinMax(-2, 2), startLoc.Z + 32); Effects.SendMovingEffect(new Entity(Serial.Zero, startLoc, map), new Entity(Serial.Zero, endLoc, map), 0x36E4, 5, 0, false, false); Timer.DelayCall(TimeSpan.FromSeconds(1.0), new TimerStateCallback(FinishLaunch), new object[] { from, endLoc, map }); } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); // version writer.Write((int)this.m_Charges); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch ( version ) { case 0: { this.m_Charges = reader.ReadInt(); break; } } } private void FinishLaunch(object state) { object[] states = (object[])state; Mobile from = (Mobile)states[0]; Point3D endLoc = (Point3D)states[1]; Map map = (Map)states[2]; int hue = Utility.Random(40); if (hue < 8) hue = 0x66D; else if (hue < 10) hue = 0x482; else if (hue < 12) hue = 0x47E; else if (hue < 16) hue = 0x480; else if (hue < 20) hue = 0x47F; else hue = 0; if (Utility.RandomBool()) hue = Utility.RandomList(0x47E, 0x47F, 0x480, 0x482, 0x66D); int renderMode = Utility.RandomList(0, 2, 3, 4, 5, 7); Effects.PlaySound(endLoc, map, Utility.Random(0x11B, 4)); Effects.SendLocationEffect(endLoc, map, 0x373A + (0x10 * Utility.Random(4)), 16, 10, hue, renderMode); } } }