229 lines
6.3 KiB
C#
229 lines
6.3 KiB
C#
//Add AttackChance to an item
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using System;
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using Server.Network;
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using Server.Prompts;
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using Server.Items;
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using Server.Targeting;
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using Server;
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namespace Server.Items
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{
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public class AttackChanceIncreaseTarget : Target
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{
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private AttackChanceIncreaseDeed m_Deed;
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public AttackChanceIncreaseTarget( AttackChanceIncreaseDeed deed ) : base( 1, false, TargetFlags.None )
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{
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m_Deed = deed;
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}
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protected override void OnTarget( Mobile from, object target )
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{
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int AttackChanceAdd = 1; //Amount of Attack Chance to be added
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int AttackChanceCap = 100; //Limit of Attack Chance that an item can have
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//Change to false if you don't want it to be used on any of these items
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bool allowWeapon = true;
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bool allowArmor = false;
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bool allowJewel = false;
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bool allowClothing = false;
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bool allowSpellbook = true;
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bool allowTalisman = false;
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bool allowQuiver = false;
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if ( target is BaseWeapon && allowWeapon)
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{
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Item item = (Item)target;
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if( item.RootParent != from )
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{
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from.SendMessage( "You cannot add Attack Chance to that item there!" );
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}
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else
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{
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AttackChanceAdd = AttackChanceToAdd(((BaseWeapon)item).Attributes.AttackChance, AttackChanceAdd, AttackChanceCap, from);
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if( AttackChanceAdd > 0 )
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{
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((BaseWeapon)item).Attributes.AttackChance += AttackChanceAdd;
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m_Deed.Delete();
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}
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}
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return;
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}
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else if ( target is BaseArmor && allowArmor )
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{
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Item item = (Item)target;
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if( item.RootParent != from )
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{
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from.SendMessage( "You cannot add Attack Chance to that item there!" );
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}
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else
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{
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AttackChanceAdd = AttackChanceToAdd(((BaseArmor)item).Attributes.AttackChance, AttackChanceAdd, AttackChanceCap, from);
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if( AttackChanceAdd > 0 )
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{
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((BaseArmor)item).Attributes.AttackChance += AttackChanceAdd;
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m_Deed.Delete();
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}
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}
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}
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else if ( target is BaseClothing && allowClothing )
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{
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Item item = (Item)target;
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if( item.RootParent != from )
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{
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from.SendMessage( "You cannot add Attack Chance to that item there!" );
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}
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else
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{
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AttackChanceAdd = AttackChanceToAdd(((BaseClothing)item).Attributes.AttackChance, AttackChanceAdd, AttackChanceCap, from);
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if( AttackChanceAdd > 0 )
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{
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((BaseClothing)item).Attributes.AttackChance += AttackChanceAdd;
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m_Deed.Delete();
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}
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}
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}
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else if ( target is BaseTalisman && allowTalisman )
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{
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Item item = (Item)target;
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if( item.RootParent != from )
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{
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from.SendMessage( "You cannot add Attack Chance to that item there!" );
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}
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else
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{
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AttackChanceAdd = AttackChanceToAdd(((BaseTalisman)item).Attributes.AttackChance, AttackChanceAdd, AttackChanceCap, from);
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if( AttackChanceAdd > 0 )
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{
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((BaseTalisman)item).Attributes.AttackChance += AttackChanceAdd;
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m_Deed.Delete();
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}
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}
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}
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else if ( target is BaseJewel && allowJewel )
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{
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Item item = (Item)target;
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if( item.RootParent != from )
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{
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from.SendMessage( "You cannot add Attack Chance to that item there!" );
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}
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else
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{
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AttackChanceAdd = AttackChanceToAdd(((BaseJewel)item).Attributes.AttackChance, AttackChanceAdd, AttackChanceCap, from);
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if( AttackChanceAdd > 0 )
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{
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((BaseJewel)item).Attributes.AttackChance += AttackChanceAdd;
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m_Deed.Delete();
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}
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}
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}
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else if ( target is Spellbook && allowSpellbook )
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{
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Item item = (Item)target;
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if( item.RootParent != from )
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{
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from.SendMessage( "You cannot add Attack Chance to that item there!" );
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}
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else
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{
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AttackChanceAdd = AttackChanceToAdd(((Spellbook)item).Attributes.AttackChance, AttackChanceAdd, AttackChanceCap, from);
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if( AttackChanceAdd > 0 )
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{
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((Spellbook)item).Attributes.AttackChance += AttackChanceAdd;
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m_Deed.Delete();
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}
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}
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}
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else if ( target is BaseQuiver && allowQuiver )
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{
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Item item = (Item)target;
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if( item.RootParent != from )
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{
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from.SendMessage( "You cannot add Attack Chance to that item there!" );
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}
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else
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{
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AttackChanceAdd = AttackChanceToAdd(((BaseQuiver)item).Attributes.AttackChance, AttackChanceAdd, AttackChanceCap, from);
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if( AttackChanceAdd > 0 )
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{
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((BaseQuiver)item).Attributes.AttackChance += AttackChanceAdd;
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m_Deed.Delete();
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}
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}
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}
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else
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{
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from.SendMessage( "You cannot use this deed on that!" );
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}
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}
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public int AttackChanceToAdd(int itemAttackChance, int AttackChanceAdd ,int AttackChanceCap, Mobile from)
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{
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int ret = 0;
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if(itemAttackChance < AttackChanceCap)
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{
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if( (itemAttackChance + AttackChanceAdd ) > AttackChanceCap )
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{
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ret = AttackChanceAdd - ( (itemAttackChance + AttackChanceAdd ) - AttackChanceCap );
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from.SendMessage("You increase the Attack Chance on the item and it has now reached it's max. +"+ret+" Attack Chance has been added.");
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}
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else{
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from.SendMessage( "You increase the Attack Chance on the item. +"+AttackChanceAdd+" Attack Chance has been added." );
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ret = AttackChanceAdd;
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}
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}
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else
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{
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from.SendMessage( "That item has reached the maximum amount of Attack Chance." );
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}
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return ret;
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}
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}
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public class AttackChanceIncreaseDeed : Item
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{
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[Constructable]
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public AttackChanceIncreaseDeed() : base( 0x14F0 )
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{
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Weight = 1.0;
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Name = "+1 Attack Chance Increase Deed";
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LootType = LootType.Blessed;
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}
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public AttackChanceIncreaseDeed( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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LootType = LootType.Blessed;
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int version = reader.ReadInt();
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}
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public override bool DisplayLootType{ get{ return false; } }
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public override void OnDoubleClick( Mobile from )
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{
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if ( !IsChildOf( from.Backpack ) )
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{
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from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
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}
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else
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{
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from.SendMessage("Which item would you like to increase Attack Chance?" );
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from.Target = new AttackChanceIncreaseTarget( this );
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}
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}
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}
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} |