125 lines
3.6 KiB
C#
125 lines
3.6 KiB
C#
//Add ReactiveParalyzeArmor 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 ReactiveParalyzeArmorIncreaseTarget : Target
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{
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private ReactiveParalyzeArmorIncreaseDeed m_Deed;
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public ReactiveParalyzeArmorIncreaseTarget( ReactiveParalyzeArmorIncreaseDeed 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 ReactiveParalyzeArmorAdd = 1; //Amount of ReactiveParalyzeArmor to be added
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int ReactiveParalyzeArmorCap = 1; //Limit of ReactiveParalyzeArmor 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 = false;
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bool allowArmor = true;
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bool allowJewel = false;
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bool allowClothing = false;
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bool allowSpellbook = false;
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bool allowTalisman = false;
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bool allowQuiver = false;
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if ( target is BaseArmor && 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 ReactiveParalyzeArmor to that item there!" );
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}
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else
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{
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ReactiveParalyzeArmorAdd = ReactiveParalyzeArmorToAdd(((BaseArmor)item).ArmorAttributes.ReactiveParalyze, ReactiveParalyzeArmorAdd, ReactiveParalyzeArmorCap, from);
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if( ReactiveParalyzeArmorAdd > 0 )
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{
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((BaseArmor)item).ArmorAttributes.ReactiveParalyze += ReactiveParalyzeArmorAdd;
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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 ReactiveParalyzeArmorToAdd(int itemReactiveParalyzeArmor, int ReactiveParalyzeArmorAdd ,int ReactiveParalyzeArmorCap, Mobile from)
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{
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int ret = 0;
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if(itemReactiveParalyzeArmor < ReactiveParalyzeArmorCap)
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{
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if( (itemReactiveParalyzeArmor + ReactiveParalyzeArmorAdd ) > ReactiveParalyzeArmorCap )
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{
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ret = ReactiveParalyzeArmorAdd - ( (itemReactiveParalyzeArmor + ReactiveParalyzeArmorAdd ) - ReactiveParalyzeArmorCap );
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from.SendMessage("You increase the ReactiveParalyzeArmor on the item and it has now reached it's max. +"+ret+" ReactiveParalyzeArmor has been added.");
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}
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else{
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from.SendMessage( "You increase the ReactiveParalyzeArmor on the item. +"+ReactiveParalyzeArmorAdd+" ReactiveParalyzeArmor has been added." );
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ret = ReactiveParalyzeArmorAdd;
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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 ReactiveParalyzeArmor." );
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}
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return ret;
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}
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}
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public class ReactiveParalyzeArmorIncreaseDeed : Item
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{
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[Constructable]
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public ReactiveParalyzeArmorIncreaseDeed() : base( 0x14F0 )
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{
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Weight = 1.0;
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Name = "ReactiveParalyzeArmor Increase Deed";
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LootType = LootType.Blessed;
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}
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public ReactiveParalyzeArmorIncreaseDeed( 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 ReactiveParalyzeArmor?" );
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from.Target = new ReactiveParalyzeArmorIncreaseTarget( this );
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}
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}
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}
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} |