261 lines
8.8 KiB
C#
261 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Items
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{
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public class PowerScroll : SpecialScroll
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{
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private static readonly SkillName[] m_Skills = new SkillName[]
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{
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SkillName.Blacksmith,
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SkillName.Tailoring,
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SkillName.Swords,
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SkillName.Fencing,
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SkillName.Macing,
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SkillName.Archery,
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SkillName.Wrestling,
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SkillName.Parry,
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SkillName.Tactics,
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SkillName.Anatomy,
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SkillName.Healing,
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SkillName.Magery,
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SkillName.Meditation,
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SkillName.EvalInt,
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SkillName.MagicResist,
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SkillName.AnimalTaming,
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SkillName.AnimalLore,
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SkillName.Veterinary,
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SkillName.Musicianship,
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SkillName.Provocation,
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SkillName.Discordance,
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SkillName.Peacemaking
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};
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private static readonly SkillName[] m_AOSSkills = new SkillName[]
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{
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SkillName.Chivalry,
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SkillName.Focus,
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SkillName.Necromancy,
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SkillName.Stealing,
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SkillName.Stealth,
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SkillName.SpiritSpeak
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};
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private static readonly SkillName[] m_SESkills = new SkillName[]
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{
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SkillName.Ninjitsu,
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SkillName.Bushido
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};
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private static readonly SkillName[] m_MLSkills = new SkillName[]
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{
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SkillName.Spellweaving
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};
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private static SkillName[] m_SASkills = new SkillName[]
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{
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SkillName.Throwing,
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SkillName.Mysticism,
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SkillName.Imbuing
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};
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/*
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private static SkillName[] m_HSSkills = new SkillName[]
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{
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SkillName.Fishing
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};
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*/
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private static readonly List<SkillName> _Skills = new List<SkillName>();
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public PowerScroll()
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: this(SkillName.Alchemy, 0.0)
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{
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}
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[Constructable]
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public PowerScroll(SkillName skill, double value)
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: base(skill, value)
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{
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this.Hue = 0x481;
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if (this.Value == 105.0 || skill == Server.SkillName.Blacksmith || skill == Server.SkillName.Tailoring)
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this.LootType = LootType.Regular;
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}
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public PowerScroll(Serial serial)
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: base(serial)
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{
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}
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public static List<SkillName> Skills
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{
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get
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{
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if (_Skills.Count == 0)
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{
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_Skills.AddRange(m_Skills);
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if (Core.AOS)
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{
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_Skills.AddRange(m_AOSSkills);
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if (Core.SE)
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{
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_Skills.AddRange(m_SESkills);
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if (Core.ML)
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{
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_Skills.AddRange(m_MLSkills);
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if (Core.SA)
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{
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_Skills.AddRange( m_SASkills );
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}
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/*
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if (Core.HS)
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_Skills.AddRange( m_HSSkills );
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}
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*/
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}
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}
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}
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}
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return _Skills;
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}
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}
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public override int Message
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{
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get
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{
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return 1049469;
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}
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}/* Using a scroll increases the maximum amount of a specific skill or your maximum statistics.
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* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
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* You can view your maximum skill values in your skills window.
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* You can view your maximum statistic value in your statistics window. */
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public override int Title
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{
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get
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{
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double level = (this.Value - 105.0) / 5.0;
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if (level >= 0.0 && level <= 3.0 && this.Value % 5.0 == 0.0)
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return 1049635 + (int)level; /* Wonderous Scroll (105 Skill): OR
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* Exalted Scroll (110 Skill): OR
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* Mythical Scroll (115 Skill): OR
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* Legendary Scroll (120 Skill): */
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return 0;
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}
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}
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public override string DefaultTitle
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{
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get
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{
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return String.Format("<basefont color=#FFFFFF>Power Scroll ({0} Skill):</basefont>", this.Value);
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}
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}
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public static PowerScroll CreateRandom(int min, int max)
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{
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min /= 5;
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max /= 5;
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return new PowerScroll(Skills[Utility.Random(Skills.Count)], 100 + (Utility.RandomMinMax(min, max) * 5));
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}
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public static PowerScroll CreateRandomNoCraft(int min, int max)
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{
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min /= 5;
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max /= 5;
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SkillName skillName;
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do
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{
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skillName = Skills[Utility.Random(Skills.Count)];
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}
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while (skillName == SkillName.Blacksmith || skillName == SkillName.Tailoring || skillName == SkillName.Imbuing);
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return new PowerScroll(skillName, 100 + (Utility.RandomMinMax(min, max) * 5));
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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double level = (this.Value - 105.0) / 5.0;
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if (level >= 0.0 && level <= 3.0 && this.Value % 5.0 == 0.0)
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list.Add(1049639 + (int)level, this.GetNameLocalized()); /* a wonderous scroll of ~1_type~ (105 Skill) OR
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* an exalted scroll of ~1_type~ (110 Skill) OR
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* a mythical scroll of ~1_type~ (115 Skill) OR
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* a legendary scroll of ~1_type~ (120 Skill) */
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else
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list.Add("a power scroll of {0} ({1} Skill)", this.GetName(), this.Value);
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}
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public override void OnSingleClick(Mobile from)
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{
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double level = (this.Value - 105.0) / 5.0;
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if (level >= 0.0 && level <= 3.0 && this.Value % 5.0 == 0.0)
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base.LabelTo(from, 1049639 + (int)level, this.GetNameLocalized());
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else
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base.LabelTo(from, "a power scroll of {0} ({1} Skill)", this.GetName(), this.Value);
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}
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public override bool CanUse(Mobile from)
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{
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if (!base.CanUse(from))
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return false;
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Skill skill = from.Skills[this.Skill];
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if (skill == null)
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return false;
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if (skill.Cap >= this.Value)
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{
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from.SendLocalizedMessage(1049511, this.GetNameLocalized()); // Your ~1_type~ is too high for this power scroll.
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return false;
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}
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return true;
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}
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public override void Use(Mobile from)
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{
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if (!this.CanUse(from))
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return;
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from.SendLocalizedMessage(1049513, this.GetNameLocalized()); // You feel a surge of magic as the scroll enhances your ~1_type~!
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from.Skills[this.Skill].Cap = this.Value;
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Effects.SendLocationParticles(EffectItem.Create(from.Location, from.Map, EffectItem.DefaultDuration), 0, 0, 0, 0, 0, 5060, 0);
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Effects.PlaySound(from.Location, from.Map, 0x243);
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Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 6, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
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Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 4, from.Y - 6, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
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Effects.SendMovingParticles(new Entity(Serial.Zero, new Point3D(from.X - 6, from.Y - 4, from.Z + 15), from.Map), from, 0x36D4, 7, 0, false, true, 0x497, 0, 9502, 1, 0, (EffectLayer)255, 0x100);
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Effects.SendTargetParticles(from, 0x375A, 35, 90, 0x00, 0x00, 9502, (EffectLayer)255, 0x100);
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this.Delete();
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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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int version = (this.InheritsItem ? 0 : reader.ReadInt()); // Required for SpecialScroll insertion
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if (this.Value == 105.0 || this.Skill == SkillName.Blacksmith || this.Skill == SkillName.Tailoring)
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{
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this.LootType = LootType.Regular;
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}
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else
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{
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this.LootType = LootType.Cursed;
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this.Insured = false;
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}
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}
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}
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}
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