179 lines
6.7 KiB
C#
179 lines
6.7 KiB
C#
using System;
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using Server;
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using Server.Network;
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using Server.Items;
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using Server.Mobiles;
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using Server.Engines;
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namespace Server.Items
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{
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public class SoulHelmet : BaseArmor
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{
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private int mEvolutionPoints;//Sword will only evolve to 50%
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[CommandProperty(AccessLevel.GameMaster)]
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public int EvolutionPoints { get { return mEvolutionPoints; } set { mEvolutionPoints = value; } }
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public int BoundToSoul = 0;// Start binding value as zero.
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public override int ArtifactRarity{ get{ return 13; } }
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public override int BasePhysicalResistance { get { return 10; } }
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public override int BaseFireResistance { get { return 10; } }
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public override int BaseColdResistance { get { return 10; } }
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public override int BasePoisonResistance { get { return 10; } }
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public override int BaseEnergyResistance { get { return 10; } }
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public override int InitMinHits{ get{ return 255; } }
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public override int InitMaxHits{ get{ return 255; } }
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private Mobile m_Owner;
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[Constructable]
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public SoulHelmet() : base (0x1412)
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{
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Name = "<BASEFONT COLOR=#15D004>Soul Helmet";
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Hue = 1910;
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Resource = CraftResource.None;//Resource None so the Swords name shows correct once Bound.
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BoundToSoul = 0;
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// Create item with value at zero. Will show in [props as ParentEntity and RootParentEntitty as null.
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Attributes.Luck = 100;
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ArmorAttributes.SelfRepair = 100;
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ArmorAttributes.MageArmor = 1;
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Attributes.LowerManaCost = 5;
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Attributes.LowerRegCost = 15;
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}
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public override bool OnDragLift(Mobile from)
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{
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if (from.AccessLevel >= AccessLevel.Seer)
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{
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return true;
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}
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else if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
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this.Name = "< BASEFONT COLOR =#15D004>" + from.Name.ToString() + "'s Soul Helmet";//Change item name and add who it is bound to. "Player's Soul Sword"
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from.Emote("*" + from.Name + " feels a weird energy overwhelming their body*");
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//base.OnEquip(from);
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return true;//Allow it to bind to the first player to equip it after creation.
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//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
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}
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return base.OnDragLift(from);
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}
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public override bool OnEquip( Mobile from )
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{
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if(BoundToSoul == 0) //Check to see if bound to a serial.
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{
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BoundToSoul = from.Serial; //Bind to a serial on first time equiped.
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this.Name = "< BASEFONT COLOR =#15D004>" + from.Name.ToString() + "'s Soul Helmet";//Change item name and add who it is bound to. "Player's Soul Sword"
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from.Emote( "*" + from.Name + " feels a weird energy overwhelming their body*" );
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base.OnEquip( from );
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return true;//Allow it to bind to the first player to equip it after creation.
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//Will show in [props as ParentEntity and RootParentEntitty as [m] Serial, "Player Name"
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}
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else if(BoundToSoul == from.Serial) //Check to see if sword is bound to who is equiping it.
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{
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base.OnEquip( from );
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return true; //Allow player who had bound to sword to equip it.
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}
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else
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{
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from.SendMessage( "The Armor refuses your soul" );
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return false; //Disallow any one else from equiping the sword.
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}
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}
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public override void AddNameProperty(ObjectPropertyList list)
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{
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base.AddNameProperty( list );
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if (BoundToSoul == 0) //Check to see if bound to a serial.
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{
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list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Un-Bound]" + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
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}
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else if (BoundToSoul > 0)//Once the sword is bound it will show the Evolution Points.
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{// \n puts the stuff after it on a new line
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list.Add("<BASEFONT COLOR=#666699>"/*Green*/ + "[Soulbound]\n" + "<BASEFONT COLOR=#669966>" + "Evolution Points: " + mEvolutionPoints.ToString() + "<BASEFONT COLOR=#FFFFFF>"/*Back to White*/ );
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}
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}
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/*When weapon hits this gives a chance to gain Evolution Points*/
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public override int OnHit(BaseWeapon weapon, int damageTaken)
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{
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if (Utility.Random(5) == 1)
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{
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ApplyGain();
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}
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return base.OnHit(weapon, damageTaken);
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}
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public void ApplyGain()
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{
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int expr;
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if (mEvolutionPoints < 200) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
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{
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mEvolutionPoints++;
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if ((mEvolutionPoints / 1) > 0)
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{
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expr = mEvolutionPoints / 2;//100Max
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this.Attributes.BonusHits = expr;
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this.Attributes.BonusMana = expr;
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this.Attributes.BonusStam = expr;
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}
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if ((mEvolutionPoints / 4) > 0)
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{
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expr = mEvolutionPoints / 4;//50Max
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//this.Attributes.Luck = expr;
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this.Attributes.SpellDamage = expr;
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this.Attributes.DefendChance = expr;
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this.Attributes.ReflectPhysical = expr;
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}
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if ((mEvolutionPoints / 20) > 0)
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{
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expr = mEvolutionPoints / 10;//20Max
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this.Attributes.BonusStr = expr;
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this.Attributes.BonusDex = expr;
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this.Attributes.BonusInt = expr;
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}
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InvalidateProperties();
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}
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}
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public SoulHelmet( Serial serial ) : base( serial )
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{
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}
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public override ArmorMaterialType MaterialType
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{
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get
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{
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return ArmorMaterialType.Plate;
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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);
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writer.Write( (int) mEvolutionPoints );//Serialize(Save) how many points the Sword has.
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writer.Write( (int) BoundToSoul );//Serialize who it is bound to.
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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 = reader.ReadInt();
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mEvolutionPoints = reader.ReadInt();//Read on startup how many points the Sword has.
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BoundToSoul = reader.ReadInt();//Read on startup who it is bound to.
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}
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}
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}
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